SgtConti's Forum Posts

  • It's getting very close to game launch (tomorrow!) and before that, I wanted to make a quick re-cap on the last leg of the development. The obligatory project statistics shows a lot of change since the initial post, with a lot more added logic and some custom code where the event sheets fell short on features. There's also been some cut down on applicable VRAM usage by trimming and resizing most objects, so it better fits the default WQHD render of the game:

    Most of the recent progress has been heavily assisted and focused on polishing and improving. Through three rounds of code-reviews, an ungodly amount of bugs and logic issues were revealed (as well as fixed). On this it should be noted, that it still is very much required to do manual testing, as bugs and logic issues are only one side of the final polish. Nothing can beat the human touch, when judging gameplay feel, input responsiveness, and overall experience.

    Furthermore the game is now translated into 16 languages, covering most of the relevant player base on Steam. Several improvements to the final leaderboard have also made it more stable and useful from a moderation perspective. It now provides decent insight into player retention, user verification on Steam and what works (or doesn't!). Combined with alerts if something is off, it makes it easy to manage and quick to react if something is amiss. All in all I'm very happy with the end product, and here is a little insight into the admin page, with some of the recent stats (past four days) mainly from the demo version:

    Player retention is looking like it will be the biggest problem post-launch, with some indications of players feeling a lack of content. Here it seems procedural generation and the variety of game modes are not sufficient for long term sustainability - so its probably the first thing to be improved upon.

    As for the numbers game, there is the decent count of over 4.000 wishlists now and for the actual launch, it's expected to at least surpass the 4.200 - which is a good indication.

    The recent week was mainly used for outreach, promotion and fixing the last issues - in so far it hasn't really provided for much, but of course content creation also takes a bit of time so it can hopefully improve in the days following the release.

    If you want to check-out the demo or maybe even buy the game tomorrow, you can find it on Steam: https://store.steampowered.com/app/3983250/Shadows_of_War_2/

    While the game is practically fully functional with touch input on Android/iOS, that release is probably a little further away, since that market usually requires a fundamentally different approach to a successful launch.

  • Pre-launch update and reflections

    My last update was rather positive in terms of how quickly things could get done, though it is now really approaching its final form, where assets are in place, many bugs have been squashed - but exactly that also remains the primary holdout, apart from the whole PR part of course. As you can see the UI has gone under several changes and based on feedback from the demo, it also features a proper tutorial. That was quite the oversight, as players often do need proper introduction to mechanics.

    In total the game now utilizes no less than 7 custom effects and plugins, most of which already is or will be released for free on this platform. One of the real game-changers here, was an addon that can bake the tile-map into a texture, so as to reduce draw-calls and cpu hogging, while keeping the destructible terrain. In its current version, it can also update parts of the map texture, so not everything will have to be re-baked if only small parts are destroyed. Additionally and after much deliberation, the game also features a custom leaderboard, where players will be able to share their stats and compete for the top-spots.

    The wishlist count on Steam is now 1.640+ which I consider a nice start, given there has not been done any outreach, but hopefully that number can be increased by some before the actual release (Which is not set in stone yet). One thing that still needs to be clarified though, is whether Tom would like to visit my private home again this year - or we good?

    On the use of AI

    During the course of the development I have used AI for a number of things, from delivering the base for small visual assets, translating the ingame and store text to other languages and even letting it give input on the whole codebase and writing parts (Like specific functions) for it.

    For visual assets, I think its mostly recommendable to not wholely rely on it, as most models have certain styles and tend not to make things perfect or even downright copy proper art from real artists. At least some manual designing or editing is always heavily recommended for employing AI in visual art creation.

    For translations, well, it does its job kind of decent, given enough context to the language files and it is a lot cheaper than paying for human translations, though again - use it with care and if possible, it should be proof-read by native speakers to avoid embarrasing translations, which can happen.

    For code (JS, TypeScript, C3 editor snippets) I found especially Claude to be astonishingly competent in writing and delivering input. Things that would've taken me a day or two, could be done withing an mere hour of a little back-and-forth including testing said code. This is what I would most highly recommend to make part of your workflow, as it is also very capable of finding logic-errors and mistakes you could've made. Though again with at least a notice of care, as not everything AI does is correct.

  • Thanks for sharing - very impressive, as usual!

    What are your thoughts on handling potential game loop calculations (Economy, tech-scaling, units etc.)?

  • Very impressive work! How is the performance so far?

  • The flash game was made by Sean Cooper and I am in no way affiliated with him. I do take a lot of inspiration from it (As from Limbo) regarding art style and base premise - though with an attempt to give it an own spin and replayability with the destructible terrain, procedural background / maps, as well as multiplayer functionality.

  • Quick update: A lot has changed and the game is almost where it needs to be in regards to features and post-processing effects. There are still some assets missing, a lot of bugs to be squashed - but hopefully a release is not too far away.

  • Thank you for the kind words Liberador.

    A quick update on the project, as work on it is humming along quite nicely:

    The basic systems have been further refined as well as balanced and there have been quite a few graphical additions in the past 9 months. The UI has undergone a slight overhaul to adjust for the possibility of a mobile release, but it still requires final touches and lots of testing on other devices. To that effort, it also required quite some work to implement "outer scaling", in order to provide flexibility for ultrawide devices and other resolutions on especially mobile devices. For the most part, this meant considerably extending the potentially visible area to the sides.

    Most importantly though, the map which is rendered as a tile-map to enable its partial destruction over time, is also working without tanking performance anymore - that process provided quite a few headaches. Much of it is to say that from this point on, most of the focus will be to add final graphics, ensure there is enough content (E.g. available maps, commanders) and squash as many bugs as possible.

    More details will be shared on the project as it progresses. It might be possible to complete the project within the given year - although it still requires a lot of work before then.

  • The DEMO is now available on Steam!

    The origin

    Back in 2014, I released the little Construct 2 game called Shadows of War pitching the shadows of a NATO army against Russian forces in a simple sidescroller strategy game. While it was plagued by a number of bad design choices and development techniques from the start, it still saw at least some sales and inclusions in several bundles, pushing it past the 50,000 owners mark and a peak player base of 264 on Steam. Most of the reviews are negative, and rightfully so —it was never perfect, but constant improvements are part of the fun while developing things.

    Working with Construct 3

    Since then a lot has happened; much of the fiction turned reality, and Construct 3 has now been around for some time - which meant time to test the new features and work on a remake / successor to the original game. 

    Development has been off and on for some years (mostly off), but this year seems to be when it finally begins to take shape, with most of the basic systems working.

    The new engine proves to pack some punch, and with past errors in mind, the process has been quite fun so far.

    A lot of the basic systems and functionality are implemented, for example:

    • Unit movement / actions
    • Support & Commander system with a total of 18 abilities
    • Multiplayer (Syncing, chat, automatch, etc.)
    • Procedural background generation
    • Options & language localization (Missing accesibility features)

    Though currently it is more of a pre-alpha, with most if not all of the proper graphics missing, balancing outstanding and bug hunting on the to-do.

    Preview

    Here is a quick screenshot of the current progress, and some of the new features really shine through: 

    While most mechanics do work, there is still a lot of work left...

    I will treat this topic as a sort of blog post for the development process, but if you have any questions, please do ask.

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    Ashley Any update about Greenworks now that 0.13 is near release?

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    Ashley - if you could look into Greenworks 0.5.0 which released a few days ago and added some more functionality that would be great.

    Also it seems to have resolved the issues with 0.12.1 - so it should be working now as intended with newer nw.js versions.

    https://github.com/greenheartgames/gree ... tag/v0.5.0

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    Ashley any update on the matter?

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  • I know, but if you have multiple instances, and you need to pick one specific having that specific velocity, that could be a problem.

    At least I dont know how to do it.

    //Edit: I found the system condition to compare the values while picking an instance. The manual is alway helpful, even after 500+ hours of Construct 2 use

  • This plugin is quite amazing and so far it has delivered a far better experience for my game than Box2D has done.

    1 thing that I think could be implemented though is:

    Condition: Compary Velocity

    Condition: Compare Velocity X

    Condition: Compare Velocity Y

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    Ashley are we going to seen an updated 0.4.1 c2addon anytime soon?

  • Ah, that's a good point about multicore...doesn't your processor have 6 cores? If you are still subs-60fps at low rez, then maybe airscape is cpu bottlenecking on your system. Really doesn't seem like the demo should be doing that though...

    Even though my processor has 6 cores it doesn't make any difference for *most* html5 applications as they only can utilise 1 core.

    There are Web Workers that could add Multicore support or the new JXcore (I would love to see JXcore used for a C2 game).

    And yes, that's exactly what I am trying to say that it may be a CPU problem. And I am quite sure that a 3.8GhZ core should be able to run it if optimised.

    Based on my theory it would explain most stuff, as to why the 3D test run so much better (Because not much CPU power required there).

    One thing it does not explain then though is the fact that Canvas2D is faster than WebGL.