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Anonymous /vst/2032893#2091776
7/12/2025, 2:45:05 PM
>>2091703
The game is more of a concept at the moment, so I haven't figured out much past ideas I've written down and some research. TW RTS would be ideal but definitely past my coding experience at the moment.

Combat game with management sounds more like I had in mind, just wasn't sure of the best way to put it into words. I don't just want a battle simulator, I want to make a lot of decisions outside of a battle that lead up to influencing the outcome. I'm not a fan of tycoon games etc, mostly wanted to add another dimension to the game rather than just have it purely be about combat. TW ends up being too simple for my tastes, I want to do stuff like pick unit sizes, ratio of shot-pike-other arms in a unit etc. Or make decisions like raiding for supplies/profit instead of joining battles/sieges etc.

I'm a beginner coder, but I've got a whole lot of free time for the rest of the year, so I've got time to learn and try putting together a concept. I'm personally a fan of 2D graphics, mostly cause I'm not good with 3D, but if I learn or get help I'm open to it. RTS is the goal, but I do recognize it could be hard to code, so turn-based is a possible alternative, maybe simultaneous turn-based combat like Lines of Battle. For the engine I'd assume Unity would be ideal, and Unreal would be hard to work with.