

AI's unit create a positive field, the human player a negative one. Each unit in the game produces a field around them in the form of potential damage it can do. It also allows me to upload a portion of my consciousness to the internet to live on forever in robotic form and win countless games for me.įirst thing I did to improve the AI is introduce potential damage fields. I feel it is important for the game to succeed in single player first, as a standalone experience or to get the player familiar and comfortable with the game for an eventual foray into multiplayer. This week I spent a lot of time thinking about AI, which is essential for replicating the experience of a symetrical multi player game in single player. Where you do you get stuck? Was it too hard or too easy? What sticks out as most ugly? What do you think of the concept? maybe find a friend to play in multiplayer. Try the tutorials, just mess around in the editor and maybe the challenges. You can play the game right now right here: while its still pretty alpha. This separating of the game into two halves, one which requires careful thought and allows as much time as you need, and the other fast-paced and action-packed, allows both of these components of the game to be tightly focused and shine on their own merits.

Eventually you build your own unique fleet, and slowly perfect it against other players designs or borrow and adapt their ship designs to suit your own ends.Īs you get more optimized designs, how you use them in combat becomes more important, and your skill and control becomes even more important. You can lose a battle by not having strong enough ship designs, or fielding ones weak against the opponent’s choices, but every time you learn something new and can tweak your ships to try and cover their weaknesses, or try out entirely new ships or compositions. Over the course of several games, you perfect a fleet of ships, slowly modifying and optimizing them and learning what different kinds of ships you need to beat various opponents. Rather than interrupting the flow, pace, or balance of the combat, the contemplative, planning stage is abstracted out into ship design. We have all played a game where the match is a foregone conclusion before battle is even joined, due to overwhelming economic advantage or poor tech choices. This makes battles focused, intense, and capable of being fought in only a few minutes each. Units are built with resources, which are gained by territorial control, but units are spawned from your starting location and resources are gained from occupying fixed points. You can play the alpha in your browser here:Ī major way Istrolid differs from a normal RTS is that it lacks techs, bases, or construction. Istrolid - browser based multiplayer, design your own units RTS.
