❗STEEL COMMAND RTS REVEAL❗
An RTS inspired by the classics from the 90's and early 2000's. It features PvP/skirmish/campaign with fast, punchy gameplay, resource collection, base building, and a fully featured mission editor.
STEEL COMMAND is a passion driven project being developed by a two-man team (myself and @SyphoticART). Give it a wishlist on Steam, and check out the discord for live map editor playtest! (see comment)
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Some more Civilian Vehicles for players to use in our RTS Map Editor!
As we work toward our next playtest, we're aiming to really flesh out the design options for players to create the RTS maps of their dreams.
We share regular insights to our game's development on our discord!
Feel free to join if you'd like to check out Steel Command and talk about it's development!
https://t.co/GdQSRY3zIE
Tune in on June 7th to the PC Gaming Show (@pcgamer) for an exclusive reveal of a brand new Stronghold game.
Start Times by Time Zone:
PT (Los Angeles): 12:00 PM
ET (New York): 3:00 PM
BST (London): 8:00 PM
CEST (Berlin): 9:00 PM
CST (Beijing): 3:00 AM (Monday, June 9)
Attention Commanders! 🫡🫡🫡
The best way to provide feedback & suggestions is by joining the Discord (link in comments). @SyphoticART and I are very active on there and we love nerding out with everyone about Steel Command and other RTS titles.
There's already a number of folks in the discord and you can keep your eyes peeled for upcoming playtest instructions!
#RTS #RTSGame #IndieGame
@CharlesHorwood@Alex_06 Exactly! I'm gonna keep the 'dynamic light baker' class I created, as I think there will be good use cases for it. But it was just taking forever to get it right so I decided to not use it for now.
Lesson learned: Move on!
I had created a custom light baker for 'realistic' looking lighting. Whenever fire was added/removed using the map editor, it would bake the light on its surroundings. But at some point, I realized the juice was not worth the squeeze. Too many bugs, too many optimization concerns, and overly complex. Thus I scrapped the custom light baker entirely and used a simple 'glow' shader that is slapped on a billboard quadmesh.
If I've learned one thing during my software engineering and game dev experience, it's that perfect is the enemy of done. Knowing when to wrap up a task and move on is a understated skill.
Honestly though, the fire here doesn't look half bad! Please comment your lessons learned during your game dev experience so I don't run into the same ones!
#IndieDev #GameDev #IndieGame
@CharlesHorwood Duuuude cannot wait for you!!! Hope the surgery goes well and puts you back on your feet.
This means more Meridian Divide development coming soon 😎