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/agdg/ - Amateur Game Development General

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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 789adf6863c0c70⋯.gif (23.49 KB,125x100,5:4,red-tank-test2.gif)

File: 9043c72c9528995⋯.gif (23.04 KB,125x100,5:4,red-tank2.gif)

File: 0e037b87e526ac5⋯.gif (14.14 KB,60x60,1:1,bolt-action-reload-sprite-….gif)

File: 17751c374773ce3⋯.gif (9.38 KB,60x60,1:1,test-sprite-walk-cycle3.gif)

2e18ae No.28875

This is something I've posted a little of here and there over the past year or so, but I figured I may as well make a dedicated thread for it.

Basically I envision something that visually would be similar to Advance Wars, but with more depth to the gameplay, with things like armor facings, unit ranges, units getting affected by statuses (ie freezing or starving), and other similar stuff. I think the biggest fundamental differences with Advance Wars would be in the more core things, though, like having an "action points" system similar to Classic X-Com or Valkyria Chronicles, instead of the more simplified move-shoot 2-action system most turn based games have.

Another core idea that I'd like to experiment with is the idea of units being capable of being combined into larger groups. While the actual scale of the game would likely have each in-game "unit" as being roughly platoon sized (so a single infantry unit on the map would actually be about 40 men), several units (likely up to 4, since that number fits nicely onto a single terrain tile) could be combined into a larger group of units that would operate as a single unit, but have all the advantages of all the units in the group. For example, maybe you combine 2 infantry units and 2 tank units into a group, where the tanks being in front confers a defensive bonus to the infantry in back, while also limiting to the mobility of the overall group to that of the infantry. While this could increase firepower it could also be a disadvantageous in the case that the group can be targeted as a whole, making artillery barrages deadlier in this case.

Speaking of artillery, another idea I'd like to play with is artillery less as a kind of long-range sniper as in most strategy games, and more of a deterrent and force multiplier, where single artillery units can attack multiple spaces simultaneously, making them useful in softening up enemy forces before an attack, or for creating a kind of "barrage barrier" that damages units that pass through it, making artillery units useful in both attack and defensive roles. Might also be cool to differentiate between different types of artillery, with howitzers having long range but being poor against entrenched units, while mortars have a shorter range but are better suited for destroying fortified units. Experimenting with things like smoke and chemical weapons could be cool, too.

I'd also like to expand more on the environment having a greater role in the game, where it not only affects unit movement, camouflage and defensiveness, but can also be altered, so things like forests and cities could also be flattened if enough artillery is dropped on them. It would also make for a cool aesthetic, with the battlefield slowly turning into a grayish-brown mess after enough conflict has occurred.

I would prefer the game (at least, the single player campaign) operate somewhat similarly to a roguelike rather than a conventional strategy game campaign, in that you progress through the conquest of the enemy nation as a series of semi-randomized battles, where your troops and equipment is "purchased" along the way with funds you acquire. This would also present the opportunity for a larger arsenal of units that wouldn't need to be meticulously balanced; something I like is the idea of patterning each faction's unit list in a somewhat realistic manner, where early-game units might be primitive WWI-style tanks, however while these would eventually become outdated with the introduction of superior technology, the old tanks could at least stay somewhat relevant in late game by introducing upgunned/uparmored versions of those units, or variants converted to become tank destroyers or self-propelled guns. In-game this could function as a kind of upgrade system.

Anyway, since I've mostly just created artwork for the game, I'll use this thread to dump what I have so far.

____________________________
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2e18ae No.28877

File: 13a60478c0a9127⋯.jpg (994.91 KB,1245x1515,83:101,2017-02-17-0001.jpg)

File: 55928ee24bb8972⋯.jpg (1.06 MB,1245x1532,1245:1532,2017-02-17-0002.jpg)

File: 5639ba94d25a7eb⋯.jpg (935.63 KB,1230x1494,205:249,2017-02-17-0003.jpg)

File: 0aa32a7a6173743⋯.jpg (1.01 MB,1209x1567,1209:1567,2017-02-17-0004.jpg)

File: a62823cd5916436⋯.jpg (979.16 KB,1240x1515,248:303,2017-02-17-0005.jpg)

Some concepts, including some sketches of a UI. I'd like to have readings for things like temperature, wind direction/speed, etc, since I could see those factoring into gameplay. Wind direction and speed could affect the spread of fire, smoke and chemical weapons, and temperature affect unit performance, with infantry needing appropriate gear for the hot/cold and vehicles stalling out in freezing conditions. I also just like the look of analog gauges.

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2e18ae No.28878

File: 2f2e3bd59ccb023⋯.png (157 KB,819x646,819:646,heavy mortar 2.PNG)

File: c8868d2e4279536⋯.png (114.64 KB,905x609,905:609,guns wip1.PNG)

File: 00abf62fdf4d672⋯.png (142.44 KB,693x634,693:634,heavy mortar 1.PNG)

I think field guns are underused in strategy games. It could create an interesting dynamic if field guns were cheaper than tanks/self propelled guns, but required towing to move around.

Having direction damage in the game could also make using field guns different than vehicles in that the direction you position them in is more crucial to using them.

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2e18ae No.28879

File: 8d6ba21a9a29901⋯.jpg (235.96 KB,1573x558,1573:558,heavy tank.jpg)

File: d8aae0fe1596b49⋯.jpg (165.33 KB,1410x558,235:93,light tank.jpg)

File: 8e48e9d3883f8bd⋯.jpg (188.99 KB,1410x558,235:93,medium A.jpg)

File: 5b7de3628daff1c⋯.png (144.23 KB,1400x621,1400:621,s35.png)

Some models for the vehicles I've made, since I make the sprites via the rendered 3D models. This method will allow me to get easy animations from multiple perspectives.

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2e18ae No.28880

lol

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2e18ae No.28881

File: ea112a9a742190b⋯.png (89.44 KB,870x616,435:308,Capture.PNG)

File: 260e67e155dd5fe⋯.png (14.53 KB,125x100,5:4,f.png)

File: 6a4d6f9cb2a7490⋯.png (14.79 KB,125x100,5:4,r.png)

File: 4a2875103bff051⋯.png (12.49 KB,125x100,5:4,t.png)

File: 27a52e0da93514b⋯.png (17.9 KB,125x100,5:4,5.png)

Rendered sprites from various angles. The model is given a cel shader and has toon outlines applied.

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2e18ae No.28882

File: ef3f922ab785be2⋯.jpg (185.42 KB,1410x558,235:93,armored car.jpg)

File: f01eeb88005c1c0⋯.gif (23.61 KB,140x115,28:23,zelva4.gif)

File: e206259bdfdb975⋯.gif (92.76 KB,150x75,2:1,plane-test2.gif)

File: 229ee0d626d2269⋯.gif (36.52 KB,200x100,2:1,B1-moving-anim2.gif)

Some other sprites/models. I'm not a particular fan of the plane design, since it looks really uninspired, so I'll likely scrap it.

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2e18ae No.28883

File: b8456a836124de6⋯.png (89.75 KB,868x567,124:81,bigtank wip.PNG)

File: 942df3b35bc3da8⋯.png (68.98 KB,922x674,461:337,copter wip.PNG)

File: 7f1184fbb409068⋯.png (80.02 KB,690x556,345:278,halftrack wip.PNG)

File: 75cbad30f156f70⋯.png (83.62 KB,736x579,736:579,jeep wip.PNG)

File: a6a76dd8c950439⋯.png (83.28 KB,927x565,927:565,bigtank 2wip.PNG)

Some more models in various states of completion.

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2e18ae No.28884

File: 88e5430ff3d1072⋯.png (33.72 KB,496x439,496:439,da5cd9c3c4.png)

File: c82e5bd176ebe68⋯.png (35.12 KB,498x483,166:161,7f8e507953.png)

File: a20cb9c9bf85d05⋯.png (73.32 KB,758x613,758:613,ewb wip1.PNG)

File: bfabaa2998fe04f⋯.png (153.75 KB,900x673,900:673,flying wing wip1.PNG)

File: a2b29750a463966⋯.png (107.52 KB,890x568,445:284,flying wing wip2.PNG)

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2e18ae No.28885

File: b9a3f55d888dedd⋯.png (40.27 KB,862x529,862:529,landship 1wip.PNG)

File: 3086c7efd51285e⋯.png (70.96 KB,680x547,680:547,landship 2wip.PNG)

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2e18ae No.28886

File: e071672b9e9924c⋯.png (68.96 KB,1044x648,29:18,HUD1.PNG)

File: 86c680e7d4d3dfb⋯.png (171.42 KB,883x673,883:673,HUD2.PNG)

WIP's for the battlefield HUD, which includes a minimap, clock, thermometer, weathervane, panels for listing unit and terrain descriptions, etc.

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2e18ae No.28887

Looking pretty coherent, OP.

Taking inspiration from how units actually operated in the field might yield some interesting mechanics. I'm actually a bit concerned with the format of your game--will it fit the complexity? It would potentially require quite a lot of time to set shit up properly for a player in a turn based game.

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2e18ae No.28888

File: 10b1289a87e8bb4⋯.png (287.5 KB,680x673,680:673,rgdtgdtg.png)

Solid style. I like what I see.

Question is how will it all look put together.

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2e18ae No.28889

File: ddcd4ed66dbc565⋯.jpg (3.16 MB,2984x1848,373:231,IMG_0924.jpg)

File: 563b61ca64ced2f⋯.jpg (2.09 MB,3300x2550,22:17,gas.jpg)

File: b08152659c8a53e⋯.gif (1.94 MB,320x240,4:3,Sequence 01.gif)

>>28887

>Taking inspiration from how units actually operated in the field might yield some interesting mechanics. I'm actually a bit concerned with the format of your game--will it fit the complexity? It would potentially require quite a lot of time to set shit up properly for a player in a turn based game.

I guess I'll just have to figure out what works and what doesn't in testing, but that will be much later. I don't have much done in terms of actual scripting so that's a way off.

I'd definitely try and avoid giving units a kind of inventory system, though, since that would definitely make setting up a game really burdensome. Also for anything like an upgrade system, I think that's something that will only happen before a battle, in the overworld.

Anyways, some random stuff:

the sketches are mostly just uniform/gun designs, though ignore those two guys in the upper right, those were designs for a Mad Max-ish setting I was thinking of.

the digital painting is just something I quickly made up after reading a bit about chemical warfare (something I'd like to include in the game, since chemical warfare doesn't get used a whole lot in strategy games, I've noticed)

the animated gif is a test of some background sprites I tried melding together in a video editing program (which sort of screwed up the aliasing, hence why it looks a little weird). I think an interesting idea to play with would be for the battle animation backgrounds to be contextual, so that way if a forest tile is located beyond the tile the unit in the animation is sitting on, it will show up in the background of the battle animation.

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9edf7c No.29000

>>28877

>Dörfenkrig

>Dorfkrig

The German word for war is der Krieg. Plural of das Dorf (village) would be die Dörfer. War of villages would be der Dörferkrieg. The word for engagement or battle is das Gefecht or (bigger) die Schlacht. Schlacht sounds more metal, as fechten means fencing and schlachten means slaughtering. There is also the word das Scharmützel, which means something smaller and more chaotic than a Gefecht, so something like skirmish in English. Since you are going for a somewhat chibi look, it makes sense to go with a somewhat chibi language. German grammar has a feature for making words cuter, like Tom -> Tommy in English, but with all the things:

der Hans -> der Hansi, das Hansili, das Hansilein, das Hänschen, das Hansileinchen, das Hansileinili

der Wald (wood) -> das Wäldchen

der Hund (dog) -> das Hündchen, das Hundilein

die Stadt (city) -> das Städtchen

das Dorf -> das Dörfchen

der Soldat -> das Soldatchen, das Soldatilein

der Panzer -> das Panzerchen, das Panzerlein

der Flieger (plane) -> das Fliegerli

der Hubschrauber (helicopter) -> das Hubschraubi

die Pistole -> das Pistölchen

das Messer (knife) -> das Messerchen

die Rakete (rocket) -> das Raketchen

die Truppe (troups) -> das Trüppchen

das Mordkommando -> das Mordkommandochen

der Knast (jail) -> das Knästchen

das Konzentrationslager -> das Konzentrationslagerchen

der Genozid -> das Genozidchen

der Keks (cookie) -> das Kekschen

die Leichen (the corpses) -> die Leichileinchen

das Massengrab -> das Massengräbchen

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05ac76 No.29024

>>28875

What's your programming experience? This seems like a fun project

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433294 No.29076

File: 27a9361496df5bd⋯.png (45.17 KB,1270x1128,635:564,djiboutitest4.png)

File: d913f89ed6715b1⋯.png (35.15 KB,1200x1152,25:24,AbsentArmour.png)

File: e948268858a502f⋯.png (760.73 KB,1398x764,699:382,progress3.png)

File: d913f89ed6715b1⋯.png (35.15 KB,1200x1152,25:24,AbsentArmour.png)

Oh man, you're working on an Advance like game too! That's fuckin' cool man! I must admit that our game doesn't have quite the original take on it, while ours is planned to stay quite close to the original Advance Wars with a new story, day/night rythm and buildable defenses too. We try to keep it small, because usally it's scope creep that really really fucks up game projects like these.

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ae1820 No.29351

File: 3cf58e547d61cae⋯.jpeg (65.4 KB,576x418,288:209,3cf58e547d61caeb515910a66….jpeg)

Both these projects look really impressive. Wow. Keep up the great work, anons.

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73d03c No.29513

Love the WWI sort of style, even with the futuristic/artistic elements. Doesn't get enough attention. I also dig your take on field guns/artillery and environment effects and affecting the environment. Here's hoping things get rolling OP, I guess I'll have to keep an eye on this

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