Conflict 3049 - new game available - in active development

Started by Matty, January 28, 2025, 10:59:25

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Matty

Thanks Steve.

Sometimes all it takes is having decent art assets (for a change!) to work with to make something that appeals to users.

Derron

Maybe consider:
- tackling Savegames (loading, saving ... version compatibility?)
- add scenarios (presets in which only certain units are available, "missions" are told which includes timed supports, timed attacks, ..) -- yeah, might be interesting if people could script their own scenarios (so you require some script support or at least some "xml" or however it can be done)
- add the option for multiple "alien races" (for now all can use same units, but allow to "configure" things so easily, that it is a breeze to add new models and define them for a "race")
...

What I suggest is - as usual - not strictly bound to your individual game, it is more about all the generic features a lot of your games or future projects either use or could benefit of.



@ models, obj, ...
Did you check how "convenient" you can bring your old models to blender (and there then to eg ".gltf"?). Allowing usage of "common" file formats is a must if you want others to easily assist in doing things.


@ commercialize
I have my doubts in such things and assume I prefer to satisfy people for free (with my game :D) than to hope that 10 people are encouraged to pay so much that months (or decades :p) of time pay out at the end.
Anyways you can stll have the "foss + pay what you want to support me" approach if you like that. So opening up development on github but eg provide "builds" then only via itch there you can ask for money (or "just take me to the downloads").



bye
Ron

Matty

Thanks.  I plan on keeping it free of charge.

Scenarios is possible with scripting, I've done so before but I am not sure if I will with this one.

Matty

I have room in the interface for one more action for the infantry units. They have a mode called 'working' which is where they place razor wire or tank traps. I have thought about potentially have one more 'work' mode which is 'lay mines'. If I did that - they'd walk around placing anti personnel mines and anti tank mines at a ratio of 4:1 of both, and the mines would work as follows:

If enemy unit of the right sort (infantry/vehicle) moves too close, explode and there's a percentage chance of doing an instant kill of whatever the unit is OR doing significant damage if not.  Basically ' roll a dice, on a 5 or 6 the unit is destroyed, anything else it loses half its hitpoints'.  Only affects enemy units.  And of course the mine is gone too when it explodes.

I'd use a very simple, round coloured object that sits on the ground as the mine, blue for anti personnel, green for anti tank.  It's extremely easy to add, and the main reason I'm thinking of adding it is that at the moment there's an empty slot in the UI for the infantry units that could be taken up with something useful. If there was some other useful 'work' mode I could add,  I might do that instead...suggestions?


Derron

QuoteOnly affects enemy units

Why ? It is not realistic, that a tank can contact them and the mine decides if hostile or not.

Yes, your groups "know" where they lay things ... But I would at least make it this way: they know where they are and thus _avoid_ moving over them. But if they have to move over them (eg fleeing and when calculating paths the "risk is worth" ... they take the short but dangerous path). So during path calculation the tiles with mines just have a higher score (similar to crossing a mountain or a swamp or ... in normal 6x games).

If you now consider defining the bombs and mines as "smart" (detecting if your troops are near (RFID ... :D)) then it won't be able to play smart in a case of a battle with two foot troops battling each other.

Also think about "aoe damage" ... a bomb detonates and makes damage in an area (yeah, normally even "line of sight" has a role here... so elements can "block" damage from others). If you do some fun thing then bombs could have a push-back effect. Pushed back units could lead to chain reactions of neighbouring mines etc. -- and this makes laying mines "near your base" a risky adventure (as it could "chain react" right to your front door).


---

other work mode:
It always depends on what you plan at all: are these command buttons always available ("I want someone in my troops doing this") or if you need to select units and have context specific actions (select a medic and you get the "heal someone" button)

Laying Mines is btw something the specialists could do (only) etc.


bye
Ron

Matty

Funny thing is though - even though I'm seemingly doing a reasonable job with this, I only write games because I'm locked in a weird-ass social prison of sorts without knowing why and have been for the best part of a decade. I have no social life, no family, no friends to do anything with, I haven't seen a tv show or a movie with friends in years, I haven't had an email communication or anything from a friend in years - this game development stuff is merely one way I try to keep sane while being in a form of "solitary confinement" in a prison without walls or guards and that the people who have me locked in here deny that I'm in a prison of sorts, all the while refusing to communicate with me unless I force them to. And I've been forced into having a health condition that makes it virtually impossible for me to 'extend myself' to get out of this 'prison'.

Naughty Alien

..do not stress yourself over individuals who are not interested to interact with you, regardless of interaction nature..there are always different paths and choices, out there so dont give up on those..i learn quite a lot of this sort of things, here in Asia, where majority of folks, living very very simple lifestyle..now i know why..dont stress yourself over this sort of things..simply walk your own way, whatever it is, as, im sure someone else is on exactly same path as yours with whom you can have all conversations and interactions on this world..you are in Australia, right? Get yourself some small, old boat that need pair of hands, and get yourself busy (boat does that, believe me..haha), and you may discover that there are many more 'colors' outside of that 'room' of yours.. :D

Matty

Thanks Naughty Alien.

New version uploaded: https://matty77.itch.io/conflict-3049

Contains:
Bug fixes
and Scenarios

Matty

New version uploaded: https://matty77.itch.io/conflict-3049

Has Korean text in it as well now.

Not sure what other changes I've made since the last upload, probably none.


Matty

New version uploaded: https://matty77.itch.io/conflict-3049

I'm slowly adding various language support. (text, not audio)

So far it has English, Simplified Chinese, Korean and Thai.


Matty

Link to my current video game below, but first a comment.

If I had seen a game that looked like mine when I was in my late teens or early twenties AND it was free of charge AND it came with the source code there is absolutely no doubt I would have downloaded it and had a look immediately.  I am nearly fifty now.

https://matty77.itch.io/conflict-3049

PixelOutlaw

Looks very nice from the screenshots!
Any chance at a Linux version?
One DEFUN to rule them all, One DEFUN to find them, One DEFUN to RETURN them all, and in the darkness MULTIPLE-VALUE-BIND them.

Matty

Unlikely to make a Linux build especially as some users have demonstrated they can already run it on Linux with WINE