Strat Souls: Prepare To 7dRTS Edition

 

“Maketh thy pilgrimage to Stratholme… Thou must stroke the Fender Strat of Awekening so that thou mayest know thy purpose…”

SloweRTS

I actually have an old experiment lying around. I called it Slower Real-time Strategy (SloweRTS). The idea was to bring Final Fantasy’s idea of the ATB gauge into a real-time strategy game.

The reason for this was that one of my weaknesses in playing RTS games, is that I can’t micromanage that fast. So I thought, what if we slowed down the pace of the game on-purpose?

Here’s how it works: All units have an energy bar. Anything it does consumes energy. When it runs out, it stops and waits for it to fill up again.

Since enemies will play by that same rule, all activities in the game have a sort of periodical rest-period to them.

My hope is that it will lessen the frantic pace in an RTS.

 

To The Jam Mobile!

I heard about #7dRTS from the IRC chatroom for the Unity game engine.

Once I saw it, I immediately thought of SloweRTS. Perhaps I can use this opportunity to flesh it out more?

 

I had been wanting to make some sort of Dark Souls demake, and I thought the energy bar system of SloweRTS is very similar to Dark/Demon’s Souls’ stamina system, so I thought of making a parody of Dark Souls.

 

So here is the first WIP screenshot of Strat Souls:

Those are not Capra Demons.

 

 

You can play around with the web demo WIP here: https://dl.dropboxusercontent.com/u/25260770/StratSouls/Web.html

 

Controls:

Left-click: selection (drag for marquee select)

Right-click: context-sensitive command (right click on ground: move there, right click on enemy: attack it)

WASD: move camera

Middle-click drag: rotate camera

Mousewheel: zoom camera

Tags: progress, screenshot, Strat Souls, unity, unity3d

Comments

22. Jul 2013 · 12:22 UTC
I like the idea of sloweRTS although my worry would be that it introduces another thing to micromanage. It would add realism if there were advantages to an army marching, then camping, then attacking over just marching to your enemy and then immediately engaging them but that might make it more work to do things like send out skirmishing attacks or scouts if you actually had to tell them when and where to have rests (because you wouldn’t want your troops to be resting while the opposition forces have full points and are able to attack you) Wouldn’t it just mean that the best players are the ones who “game” this system the best.
22. Jul 2013 · 14:07 UTC
I probably shouldn’t aim to eliminate the requirement of fast clicking skills altogether, I just want the game to have less emphasis on that.