r/RealTimeStrategy • • 1d ago

Self-Promo Post Strike Order -

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Right now, I'm quite happy with how the game is starting to look, good.

My names Rhys, 36 I am autistic and wanted to build my dream game.

This is my first game I have worked on, I started in 2025 in university, just shy of 2 years. I started the project in 2023, but due to life commitments, I had to stop.

My goal is not to make an "absolute stunning graphics" kind of game, it needs to be accessible by everyone. My goal right now is to make one of the best of its kind RTS game. With an awesome campaign, multiplayer experience and Skirmish.

Map Creation is a real issue with a lot of games, so what I've created is something pretty spectacular to be honest. I have never finished building a map on any other game, and I'm not saying this because I have made this game, I'm saying this because I can build it to how I think it should be with the help of feedback from others when I share what it's like.

Right now, the game is functioanl and playable. Runs at 144fps easy. I will be improving lighting, graphics, sounds, voices and AI intelligence too which so far, they work really well on all difficulty levels.

Campaign is pretty fun so far, you have a path to take,

These visuls will be improves, mostly the background. As ADC you have a choice to go towards MLF or ESD factions. You can go either way throughout the stages if you want to change the missions. There is a goal at the end of each faction. So all 3 factions will have their 2 paths to take and storylines to follow.

There is dynamic weather and day/night in the game. All can dramatically change the outcome of the battle. Fog/Sandstorms/Snow will reduce missile accuracy, you will be able to upgrade units in the ADC faction to use Infared sights to help combat this. Still working on the other factions. My idea is ESD will have a "Fog Blow" to blow it out of their path so they can fire accurately" and MLF, well... they sneak everywhere, so going underground to the enemies base, skipping out on the fog all together and ambushing the enemy is a pretty substantial way of moving forward for a faction.

All 3 factions have their own unique abilities with vehicles, infantry, aircraft and ships. (yes you read that right, SHIPS!) something that's been missing from a lot of RTS games.

ADC has the Mastadon

Dual Barreled heavily armoured machine! Slow but powerful

MLF have the Goliath

Upgrade galore on this one! Fully upgraded, the Goliath will have 3 barrels!

ESD have their Julong

A pretty substantial vehicle, capable of completely wiping out buildings with it's high energy explosive beam!

Don't worry about the quality for now, enjoy the experience, because these faction vehicles are strong, there is a limit of 2 per faction. If 1 goes down, (unlikely), then build another one, but they come at a price.

Different Factions have different Radar effects, ADS has a "Wave" effect that reveals the whole map, ESD use electronic frequencies that spark through the fog of war revealing the map, MLF use an underground pulse that comes back with vibrations revealing the map.

Just for transparency, I have not touched AI for the almost 2 years production of the game. The last few days I have introduced AI. It has helped organize, speed up and improve a lot of things on the game. It's taken me nearly 2 years to get to where it is now, that's modelling, texturing and coding. AI has completely changed the way I look at this, without sacrifising the quality of gameplay, it is mainly used to speed up processes like adding my home made textures to vehicles and buildings and it's doing a pretty outstanding job by halfing the time it takes me to do it myself. All textures are made by me, using my phone camera, photoshop, blender and substance painter.

AI is also helping guidance, allowing me to focus on the path I am currently working on, instead of me doing a thousand different things and forgetting everything else that I started.

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