Hi there, I’m working on Assembly RTS, a physics-based real-time strategy game. It will feature faction customization with individual unit configuration.
The game is currently in its Alpha stage, with the groundwork in place for the lobby system, Steam Workshop Integration, and lossless peer-to-peer networking. The code is also highly optimized to support a large amount of active units, without any client desyncs thanks to partial cross-platform determinism.
The artistic design of Assembly RTS is still unsure as I explore more productive ways to create a coherent and appealing artstyle. Assembly RTS also features a map editor which is still in development.
I share updates on the project’s progress on my YouTube channel. Once we reach 500 subscribers, I plan to open a Discord server where we can further discuss and shape the future of Assembly RTS together.
For the past week I’ve been working on many different things, but most notably I open-sourced my experiments to figure out the best way to supplement my Unity ECS-based code with a different option. I need to do this because Unity ECS doesn’t work with hot reloading and has long recompile times due to the Burst compiler, hampering my productivity.
You can find the repository here: https://github.com/seannowotny/EcsPerformanceComparisons I look forward to contributions to make this a more comprehensive comparison project.
That’s it for this devlog, I hope you got something out of it.
I’m looking forward to your feedback!