asd amateur strategy development

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Anonymous01/16/26, 10:58No.2322499/asd/ - Amateur Strategy Development
An awful thread for devs and no-devs to post their awful ideas for strategy games that will never see the light of day, etc. previous thread: >>2032893 >Useful resources for making games Free icons: https://game-icons.net/ Free HQ textures: https://ambientcg.com/ Kanban for organization: https://www.kanbanthing.com/ 3D modelling program: https://www.blender.org/ Pixel art editor: https://www.aseprite.org/ Image editor: https://www.gimp.org/ Vector editor: https://inkscape.org/ Map editor: https://qgis.org/ Game engine: https://godotengine.org/ Music composer: https://onlinesequencer.net/ SFX generator: https://elevenlabs.io/
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Anon01/16/26, 12:14No.2322522
With ChatGPT it is effortless to create the game of your dreams now.I am using Grok AI for the image generation and ChatGPT for the code and I have made more progress than ten years of solo dev times.ChatGPT is a genius level multi-Phd Einstein at your command. If you do not use it... you are a fool.
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Anon01/17/26, 05:03No.2322950
It has taken me years of experimentation and reflection to consolidate my vision for the type of game I want to develop. And the previous /asd/ thread helped me to ground things, hopefully these threads can help to other anons as well. Another thing that helped was writing and documenting ideas in a game doc. Either way, I'm proclaiming my intentions here, so after 200 days, people can mock me for not having anything to show. My game will be called: Apparent Potentate If everything goes as planned, it will be a character-based strategy set in an original fantasy setting (with no magic). I'd intend it to be something like 20% CK, 30% M&B, 25% IMP, 20% ROTK, 5% Sengoku Rance Focus will be on the character system and the simulation of generational evolution, and not on military conquest. A lot of the game will rely on appeasing the nobles, and my biggest challenge will be making that aspect fun. The player's goal in this game will be to fulfill their character's dreams. Which might or might not be fun, the point is that is that character's personality will serve as a sort of thematic mission system.
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Anon01/17/26, 14:58No.2323134
This will be the year
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Anon01/18/26, 16:59No.2323744
if you're gona use ai, don't be tasteless: learn to use stable diffusion or the like
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Anon01/18/26, 17:02No.2323746
the pendulum is swinging away from ai novelty in my humble opinion. whatever is 'handmade'. however crappy, is still readily identifiable
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Anon01/18/26, 17:17No.2323766
that said, i feel like i need a UNIVERSITY COURSE to use inkscape properly. send prayers
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Anon01/18/26, 23:34No.2324078
I have begun work on my 'dream project'. Something I've wanted to play for a long time, but doesn't really exist or what does doesn't scratch it.It's intended to be "Fantasy XCOM Enemy Unknown". With some inspiration from Chaos Gate, Warcraft 1/2 and a lot of autism. You have a roster of mighty Heroes from across the realms, gathered to fight some imminent great threat that is prophesised but not yet known. Sending out parties of Heroes to deal with threats, and investigating to see if they're linked to the big bad prophecy. The meat of the game should be the combat so I'm working through that first. Trying to get a basic demo of the combat systems done to playtest a bit, and get feedback. Better to do any radical reworks now, and having a strong idea of how I want most of it to work will inform how I design campaign mechanics if I get there.Presently, units are implemented in a basic state. Initiative works, units can be selected and perform basic actions. The most basic mechanics for attacking are in. But I still need to adjust how they work, add a lot more information to the UI, and setup a super basic AI for the enemy side before I could call the bare prototype playable.
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Anon01/19/26, 09:41No.2324255
Do you sometimes have moments where you wish you had an ideas guy at hand? Being my own ideas guy is hard. I have even started using ChatGPT for brainstorming purposes.
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Anon01/19/26, 19:17No.2324612
I'm using Godot, and every resource I find online explains how to make units using the engines built in physics, while in the same breath saying you should never use physics for more than 100 units since it will not perform. What is the correct way to implement ~1000 2d units?
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Anon01/22/26, 08:57No.2326074
What do people actually want from RTS campaigns? Story? Puzzles? Huge bases? Huge babes? What about commando style missions with a limited force and no building?
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Anon01/22/26, 14:21No.2326161
The same unit combo should not be the optimal solution to every mission. This is partially game balance and design, but also mission design. The game should encourage me to use different units as they're introduced and different combos. Also never, and I mean NEVER EVER. Ever. Introduce a unit and make it bad for the mission. A unit introduction is a time to show how it shines and encourage the player to use it. Never ever should the mission it's introduced in be filled with it's counter and make it practically worthless to build.
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Anon01/24/26, 16:24No.2327538
I've been busy, but have done a bit of work. Although honestly most of it has been rewriting some old functions to work a lot cleaner, and to be able to easily add elements that work like I want. It's a learning process.But I think, at least for a prototype, pretty much all the backend is in and now I just need to bring information into the UI so it's more clear what is going on.
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Anon01/26/26, 10:02No.2328474
Making a turn-based space 4X. Province management is the most developed part right now. It's quite complex, individual goods have different qualities. So the quality and price of the cloth is dependent on the quality of the cotton and the quality of the machinery you used to build the mill, along with whether the pop is a weaver or master weaver. Is this too complicated for people?Making the AI good at this is also kind of difficult, I'm finding that there's a single meta of 'get rich making high-quality goods and exporting' and it goes against the principle of different AIs having different gameplay styles. Or would nobody really notice, it'll need to cheat anyway to keep up with players?Also, how do people feel about a wargame minigame for planetary land battles, editing division templates like HOI4 but the formation actually matters, you move them around on the map like in panzer general or something? Will people just autoresolve?
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Anon01/28/26, 00:34No.2329393
Any ideas on how to make terrain work for my space wargame? I have asteroids to take the place of forests, but other than that I can't think of anything. Do you think people would find lack of terrain boring?
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Anon01/31/26, 17:45No.2331628
I'm months away from starting to work on the character system, but I guess it doesn't hurt to brainstorm this early. The working idea is that every character will have a personality axis, a value between -100 and 100. Player's character values will be visible, but everyone else's will be hidden. These values will influence AI behavior and will encourage different playing styles. They can also change over time.First axis is: >Cowardice vs Bravery Measure how willing the character is to risk their life. A cowardly commander might abandon their army during a battle if it looks like they are about to lose. >Prudence vs Boldness A character willing to take risks. Prudent characters will play it safe and be more passive. >Egoism vs Altruism The measure of how character values others. >Carefreeness vs Responsibility A carefree character will make friends more easily, while a responsible character focus in self-improving.
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Anon02/04/26, 05:47No.2333516
I was thinking about changing the percentage of damage done if you aren't facing toward the enemy fully. Do you think this would be too much micro? I like flanking mechanics so I'm not sure what other people think of this.
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Anon02/04/26, 23:38No.2334048
https://thetruesize.com This site is blowing my mind I never knew about map projection before and how it affects world scale
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Anon02/06/26, 22:29No.2335465
My toddlers love looking at the globe, and the model of the solar system WITH PLUTO you bastards
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Anon02/08/26, 18:22No.2336838
Man i am not looking forward to writing the code for ai, I hope it won't be as bad as I think it will. That seems to always be the deciding factor in whether a single player strategy game is fun or not.
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Anon02/12/26, 23:46No.2341344
I can't even put into words the concept of my game, because every time I try, it sounds so lame.
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Anon02/13/26, 01:34No.2341385
With Menace and Mewgenics having such a huge amount of players I wonder if more people will be fans of turn based tactics. Im feeling hopeful.
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Anon02/22/26, 18:09No.2349002
I was going to use square tiles for my tactics space wargame because Advance Wars uses them but I they don't really attack from long distances in that game. I wonder if hex tiles would be better since artillery units in my game will be shooting quite a few tiles (4-8)
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Anon02/22/26, 19:46No.2349039
What about hex grids but using offset squares like in the old Koei games?
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Anon02/23/26, 13:57No.2349542
Why do hexes reduce an audience by 99%?
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Anon02/25/26, 03:11No.2350893
I thought UI would be easy and I'd bash this shit out in a day but it kept taking forever and then I'd procrastinate for like a week, so it took a month. But some basic as fuck UI elements are in so the prototype is actually readable.Next step is implementing an AI, and then I may have gotten somewhere.
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Anon02/26/26, 16:24No.2351940
So I wanted a 'mobility tier' system for my game so that more agile units and more armoured units interact with terrain differently, not just having more movement. I was gonna work on this later, but I realised it'd just be easiest to work in now when I was doing the ranges for abilities.When checking distance the mobility rating is one of: >Teleport Ignores everything >Flight Ignores everything except walls >Hover Ignores everything except walls and height >Agile Adjusts the 'difficulty' of terrain by 1 step down. >Normal Normal >Slow Adjusts the 'difficulty' of terrain by 1 step up. And doubles any height >Immobile Can't moveTerrain difficulty is: >0 Does nothing >1 Applies it's penalty dependent on the tile. An open floor tile might have no penalties at all. Some tiles will have more movement cost, some might apply conditions for moving through them or have hazards. >2 Impassable.Picrel to see a visualisation of this. The dashed terrain has an extra cost of 1 and a difficulty of 1. So with slow mobility its impassable, with normal its just more expensive, with agile it does nothing.A unit will be able to choose to move slower and raise it's mobility. But obviously without a special effect a unit can't go from agile to hover, or hover to flight, or flight to teleport. Just can move up and down between slow, normal and agile.
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Anon02/26/26, 23:36No.2352224
Sanity check, is there anyway to make a total war style strat game work with a real time overworld instead of turn based?
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Anon02/28/26, 11:21No.2353222
Guys turn-based or realtime?
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Anon03/07/26, 02:36No.2357263
Started working on something. Figuring out colliders was quite messy, but I'm happy with the result. Now I have to figure out how to place names on the map.
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Anon03/08/26, 16:45No.2357984
I thought people usually color pick at the mouse with the province map instead of colliders. Idk what the difference is though.
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Anon03/11/26, 00:52No.2359489
For space wargame somebody suggested you have planet battles along with space battles. I plan on space battles ending pretty quickly in around a day, unless they are reinforced, but I don't know how to make that work with land battles because just moving across a small distance on a planet with a tank would take a day. I don't know how to do this without making it cumbersome. Imagine if you were invading several planets across different systems, it seems like it would become annoying to manage, especially in real time with pause.
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Anon03/14/26, 15:58No.2361855
Finished V2 setting, the previous version had 98 provinces, the new one has 322. I feel like provinces are not small enough, and maybe I should split them even further. But at the same time, I doubt it would make it more interesting. Mayhaps interest is limited by a one-island nature of the setting, but I felt I'd better not add any islands before I figure out the navy system. Adding impassable strips of land could also be interesting, but many people seem to dislike impassable tiles.
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Anon03/14/26, 18:53No.2361983
I don't want to make a game from scratch. Rather, I want to mod an existing game into the setting I created. What strategy games have the most comprehensive and easy to use modding tools?
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Anon03/16/26, 19:02No.2363172
Huh, figuring out army AI is much more complicated than I thought. Pathfinding straightforward.So currently, my army agent works based on priorities. >1) If any owned province is under siege, move to relieve it >2) If the enemy country has a visible army in their province, move to destroy it >3) In any other case, move to besiege the closest enemy provinceThis should work as simple logic. Which kinda works when it is only 1 vs 1. But when it is a three-sided war with multiple ongoing sieges, it is kinda hard to determine when the AI should give up a siege to drive off the enemy from its border.I was also thinking of implementing raid logic, which would even complicate things further.
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Anon03/17/26, 02:39No.2363378
Came up with their weird idea of "subcountries".>Instead of provinces being directly controlled by a country, a country is composed of subcountries. >The size of subcountries will be absolutely dynamic. In a very decentralized country, every province might be owned by an individual subcountry, and in a more centralized country, every province can be owned by a single subcountry. >Subcountries will not have an army, but they will have their own treasury, culture, and loyalty. >Every tax collected within the province will go to the subcountry's treasury. One of the subcountries will be the main country's "union leader", and the union leader will be able to raise additional taxes from other subcountries >Taxing the other subcountries will decrease their loyalty, and might lead to their revolt >The way subcountries will be born based on lack of order. >Every province will have public order, and if that value drops to 0% the province will form a subcountry. Unless it is adjacent to another subcountry, in which case it will join that subcountry instead. >Additionally, subcountries can make demands to the union leader, peacing out of wars, or lose loyaltySo, in other words, (at least in theory) a big blob that owns half of the map might become completely ineffective if it loses most of itself to subcountries.My only issue is that I don't know how this should be different from vassals.
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Anon03/17/26, 18:52No.2363786
Just finished scrolling the entirety of itch in the Turn Based Strategy tag. I was looking for some inspiration and there's not a single good game that wasn't a tactical rpg or a ww2 hex tactic. No hidden gems unfortunately.
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Anon03/18/26, 14:10No.2364071
not anything good no
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Anon03/19/26, 23:19No.2364882
I haven't touched any code in like 3 months. I think I have a serious problem.
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Anon03/26/26, 09:42No.2368390
How are we doing? I finished a new version of my map.
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Anon03/26/26, 15:17No.2368496
I hear you. Shaders kill all motivation.
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Anon03/28/26, 05:53No.2369183
I have been working on my own game for about 2 years(on and off depending on my autism levels). Online gameplay works. All current units have their own passives and skills. I am now ready to start drawing all the assets. So long placeholders!
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Anon04/01/26, 23:25No.2371905
Update: Every unit has their own custom sprite(some have portraits). Implemented a new fatigue system. Implemented a new action points system. Implemented variable map + team size. Online play seems to finally be free of de-syncs(as far as i know).
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Anon04/01/26, 23:31No.2371908
Dunno if I ever finish a game, but my plan is this. >release demo on itch.io during some event >see if it gets any interesting >if not, go back to drawing, but >put it on Steam Direct as an upcoming game >make a few trailers/gameplays for YouTube >try to get some medium-sized YouTube video to make let's play of it >release a few months later
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Anon04/03/26, 03:36No.2372478
If I had just one dev and one artist I'd be fucking rolling. Making games as an ideas guy is truly a special form of hell. Like im completely paralyzed and just have my thoughts.
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Anon04/03/26, 19:30No.2372799
I have been thinking about how to implement sex into CK-ish game as a meaningful mechanic. The present idea is that every character has a "Sexual Frustration" meter, which increases based on personality. It's decreased by stuff like lovers and how much time you spend with your spouse. A character with high SF cannot resist seduction.
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Anon04/09/26, 02:58No.2375868
A long time ago I read an interview with the director of Perimeter where he said his original pitch was "an RTS with no units". Just pure terraforming. He was tard wrangled by the publisher back then, but I still think about it a lot. How would that even work?
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Anon04/11/26, 03:01No.2376844
I have been thinking about occupying. So in Paradox games, an army of 1K can occupy 1000 provinces. No part of it is actually detached and left behind to garrison. Which means the invading army won't shrink unless it suffers attrition or casualties from battles. Hence, a simple solution would force occupiers to leave troops behind. But historically, it is more complicated than that. Alexander didn't have enough troops to occupy the Achaemenid Empire. Rather, many satraps just defected to him.That being said, I'm thinking of making a mechanic for my game, in which every province has a loyalty percentage. When the enemy captures the province, they are forced to leave troops within the province if its loyalty is higher than 50%. Otherwise, the province cooperates with its conquerors.
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Anon04/12/26, 08:51No.2377460
I'm making a browser game about the Weimar years. Hoping to put in loads of playable characters over time with their own events, but that'll take forever.
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Anon04/12/26, 11:47No.2377522
Reichstag view.
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Anon04/12/26, 12:21No.2377533
I have a prototype up, i want to gets some critique before i invest any serious time.I would appreciate any harsh criticismhttps://angular.itch.io/evil-tactics
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Anon04/13/26, 04:06No.2378014
Anyone know a good guide for procedural generaion on maps? I want to make something "simple" what I got so far: >Procedural generaion using perlin noise >Defining a "ground level" that clamp everything below that to the ground levelI want know to add some sort of rivers, so I am thinking on doing this: take 2 ramdon ground level points from the borders (both cant be on the same border) and with A* create a imaginary road and modify the z level on the points that whithin the "road" in order to have depth.Any suggestions on what else should I add or consider? or maybe some resources to find inspo, I'm deeply inspired on Banished, so I am also figuring out some other mechanics (flora, fauna, etc)
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Anon04/21/26, 19:34No.2383095
I spent all my free time last week making hex tiles and when I went to do the unit sprites i realized 16pixel hexes are way too small for text. Now I either have to make a really small 4 pixelfont work or go back to squares.
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Anon04/23/26, 17:45No.2384427
Anything above 20 is fine if you're tight on performance. ~60 is kind of the sweet spot, you'll have a hard time noticing a difference with higher values. As long as you're interpolating things properly it will all look equally smooth.
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Anon04/23/26, 18:27No.2384465
I wouldn't couple physics with frames at all, just run it in a separate loop in another thread with the timings you want.
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Anon04/24/26, 23:09No.2385568
what does that vide show that isn't already in paradox or total war games?
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Anon04/25/26, 02:01No.2385651
>five nights at farquaads
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Anon04/29/26, 18:10No.2389044
Bump cause I believe in us
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Anon04/29/26, 21:48No.2389233
I used to use Willbur, but it has broken since then. And I do not like most generators
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Anon04/30/26, 08:17No.2389563
dude looks 2 steps away from trooning out
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Anon04/30/26, 08:27No.2389570
maybe hes just a fag, that profile pic is the gayes shit ive seen in a while
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Anon04/30/26, 08:34No.2389574
like silence of the lamb mirror pics tier of gay
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Anon05/01/26, 17:01No.2390375
Currently thinking of cattle mechanics. Tribal warfare has historically been dominated by cattle raids. Tribes would often raid each other into submission. But I'm not sure how to turn it into a mechanic. But I have one pitch. >each province has a counter for cattle, warrior, cattle capacity, population >population generates warriors >cattle generate food >population consumes food >if food consumption is greater than food suppy, the population begins decreasing >cattle capacity determines how many cattle can be supported >if cattle outnumber cattle cap, cattle begins decreasing>warriors can be sent to raid nearby provinces >the size of raiding party determined max cattle that can be obtained >bigger the raiding party is, more likely it is to be detected >if the raiding party is detected, the defenders will ambush it, likely kill many warriorsSo, the idea is that the player would raid nearby provinces. After a few raids, their province's cattle capacity is exceeded, which means they will start to lose their haul. This means they have to become more aggressive with their raids in order to get all the nearby provinces' cattle. After the enemy has run out of cattle, they will be forced to evacuate their population and warriors out of the province before they all starve. Leaving the province empty. This will allow the player to send their own population, warriors, and cattle to colonize the province. I guess there is no real gameplay there...have to invent something.
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Anon05/01/26, 18:01No.2390400
I'm leaning towards some type of clan system where you give cattle to clans and those provide warriors. >You should be able to just raze/capture the village That's another issue I should solve. Name how the villages develop, like if there is no money, how do buildings get made? I guess some type of system where every province has ongoing "building project", which is free and player decides it is, but it just takes very long time
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Anon05/03/26, 20:13No.2392494
Making games alone is such a drag... Would be fun to do a small-scale project with fellow anons. Would anyone be interested in? I can probably code most things if no one else wants to. Think I'd most likely need someone to bounce designs off, because I have a habit of getting obsessed with micromechanics and then redesigning it a thousand times. In off chance there are anons here interested in such a collab, to get us started, here are a few questions that need to be resolved: >1. Why do you play as you? >A) county >B) character >C) abstract entity >2. Should the game be turn based or real-time (with pause)?
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Anon05/07/26, 02:00No.2395672
Godot vs game maker for a 2d roguelike tactics game? Heavily inspired by games like https://steamcommunity.com/app/1682060 (warriors of the Nile 2)I'm familiar with python and I see these two mentioned. Game maker seems more intuitive but can't get a clear cut answer .Also is there any money to be made in a niche of a niche? (Strategy roguelikes)
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Anon05/16/26, 17:05No.2405098
>Make hd ocean foam! Been there Rate my foam
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Anon05/18/26, 06:39No.2406517
That's it, I'm project hopping.
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Anon05/24/26, 16:02No.2412764
So, I love maps. But recently, I have been obsessed with capturing a contemporary perspective. Many people don't know this, but maps are very early modern. During the medieval period, maps were very uncommon, and the few maps that existed were inaccurate and not used for practical purposes. People simply didn't need maps to travel or conquer. They didn't know how to get from A to B but they knew how to get to C and from C you could get to B. This is with the addition that the medieval road system was very limited; many armies had to take long detours due to the lack of proper roads. My (current) goal is to make a graph-based map with a limited road network. So, what you actually see on the graph-based is based on collected information. So, every settlement has a fame level ranging from regional to transregional to global. You only see them if they are famous, so most of the world is a mystery. Many people might find graph maps boring, but fuck it, there are enough map-painters on the market.
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Anon05/30/26, 23:12No.2417869
This has been what I have been cooking this week. It's a time management sim. That I'm thinking of calling ATTMH (All the Time Monarchs Have). Essentially, every quarter you pick up three activities and those influence what happens during that time.
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Anon06/01/26, 09:16No.2418869
Been working on ship design. Attached is this evolutionary metagame exploration tool I use for balancing cost-efficiency of various weapons and defences. Basically it's saying that the way to go is a couple of extremely advanced destroyers and 60 of the cheapest, lowest quality shitboxes imaginable to draw fire. 7000 battles/second at peak speeds.Before that it was abusing evasion to make a tiny, superfast ship which would dodge any attack, so I introduced a new weapon that does extra damage vs super fast ships and altered how evasion works.The evolved fleets absolutely maul my ship designs, so I might add it as a difficulty option, have AI factions that find what your fleet loadout is via intelligence work be capable of evolving a perfect counter-fleet, though they might struggle to build it.
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Anon06/05/26, 11:44No.2422125
cool as in it looks very practical and elegant, when i make any ui related stuff i usually pile up stuff then take a screenshot and move the elements arround in ms paint untill i find an arrangement that looks somewhat decent
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Anon06/27/26, 20:58No.2438365
Thanks, anon.This week, I haven't done much of anything. I did make this promotional video: https://www.youtube.com/watch?v=Uuq9A4KcwZw Besides that, I have been trying to decide if I should implement physical tax collection mechanic.
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Anon06/28/26, 23:13No.2439186
Been trying to make an RTS in Godot and it's been a disaster. Enjoying the process.
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Anon07/15/26, 04:48No.2450624
I have been thinking maybe moving from Godot to Unity, but I dunno how much work migrating would be.
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Anon07/22/26, 06:17No.2454365
I'm realizing something. It's better to make something simple that is playable rather than spend months doing something convoluted that might ultimately be unfun.
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Anon07/26/26, 08:21No.2456806
Came up with a rather simple game, but haven't found the time to build a prototype. Idea is essentially "limited Risk". Gameplay is essentially: >you move from city to city solving problems >problems being things like faction/governor loyalties >you have to do everything locally, e.g. to tax you have to go to a city that has collected tax (yellow bar) Maybe there is no fun potential there, but I have to try it.
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Anon07/26/26, 10:23No.2456930
Is this eligible to enter /asd/? I am porting DLC content to iOS version since it never got it. I suspect PC version's texture and sounds are different but I want to make sure everything else works before opening the can of worms that is kwad packages.
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Anon07/26/26, 10:26No.2456935
Note that if texture isn’t shared with base game it appears as black square.
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Anon07/30/26, 08:46No.2459439
I feel like it would be relatively simple to learn how to make digital versions of hex and chit games since it's very structured and the rules + graphics are already there. There are also a ton of H&C games that are pretty difficult to get on the table because of their size so it would also be helpful. >inb4 VASSAL That doesn't have its own rules implementation, it's really just a virtual tabletop.That said I have no clue were to even start
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Anon08/01/26, 17:29No.2460789
UI work is a pain....
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Anon08/08/26, 19:19No.2464561
Spend 4 days trying to make troop collision work. Now I have to conclude that even with 1000 units, it lags. I guess I have just dropped the simulated battle system altogether and go back to Risk-like combat.
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Anon08/14/26, 07:19No.2467640
Hello friends. Today I have finally reached a point where I can share my project. Please if you're interested, take a look. Share it with friends(it is pvp after all) https://charliesel.itch.io/pastel-tactics
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Anon08/25/26, 20:34No.2474822
Another month, another side project. Currently experimenting with a personality system based on four tempers. >choleric characters keep demanding more power and get angry if they don't get it >phlegmatic are happy serving under choleric people >sanguine are socializers and get along with everyone but are reclusive >melancholic are reclusive
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Anon09/04/26, 09:38No.2481752
I keep running in circles because I can't quite pin down the game I want to create, so I'm just going to lay out the core principles here, and maybe that will help me:>i: Scouring of the Merit The player should collect skilled underlings through trial and error and by judging who is skilled and trustworthy. Therefore, things like stats and loyalty should be hidden and recorded only as a history of behavior. >ii: Tools of Dreams The countries should be tools for realizing rulers' dreams. The ultimate goal should be serving an individual ruler's whim, using the state's resources, even if it comes at the cost of ruination. Therefore, the game should center on completing missions based on the ruler's personality, and completing missions should earn the player points that enable them to continue playing after their ruler dies. >iii: Ever-Changing World Demographics should always be changing, and with those changes, their needs and resources should shift, forcing the player to adjust to the changing times. Furthermore, so should the resources; e.g., forests should be cut down to make room for crop fields, bogs should be drained to build cities, sacked cities should leave behind ruins that can be repurposed into new cities. >iv: House of Cards Countries should be powder kegs where the governors will seize opportunities to revolt when they smell blood in the water. The main factor keeping the state from imploding would be legitimacy. Different states should have different sources of legitimacy, ranging from warrior-kings having to win legitimacy through battles to unction through the clergy. >v: Balance of Power When a kingdom falls, the world should react to it. When the balance of power is changing, the other countries should coordinate to restore it. Deposed kings should form a government-in-exile and beg countries to fund their expedition to retake their kingdom. In other words, major events should have a bounce-back mechanic.
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Anon09/09/26, 22:19No.2485441
Took two days, but the skeleton for the event system is done. What I'm leaning towards is a sort of agent system. >plays has have different types of agents (warriors, scholars, justiciars, servants, clerk) >they can only be obtained from events >different events require you to send a certain number of agents to a mission, e.g., dealing with corruption in a town >they will also generate items like books, codes of law, religious decrees My fear is that they will be seen as mana. I'm not sure that is the definition of mana; I mean, you have to pay regular maintenance for an agent.