Speaking of RPGs, Kingdom Come is perfect example of this. I found the first game to be a lot more enjoyable in hardcore, since there were no markers in the hud, only on the map. This was made even better by the removal of the compass and the player marker on the map, making the player actually need to stay oriented in the world. Also making free food more scarce, making buying food actually happen naturally, made it one of the most immersive games I've ever played. Can't wait for hardcore in the sequel

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Ok so first off I don't mean that games are too accessible to people with disabilities or anything like that. This is more of a critique of how strategy games shows you the ramification of your actions, even before you do the action.

The main culprit are Paradox map games, there was generally a shift between HOI 4 and CK 3, that made the games more accessible to new players. In CK 3 you get the to know the exact results of all options of events with the minor caveat of when you only get the probability of results but even then you often get the exact persentages. Before you declare a war you get a full roundup of which allies will join either side, how many troops each side has and even a force comparison based on troop quality. When doing diplomacy you get an exact value of how likely the the other part is to agree to a deal, and if not how much more they must like you for it.

This is great in the sense that new players of the franchise don't get scared and overwhelmed. However, since they designed the game around all this info always being available, it's not really possible to play it any other way. This makes it nearly impossible to fail with a bit of experience.

The main thing this kills is immersion. I don't have to know who I ally with, nor what they're personality is, if I need them for a war I can just throw money at them until their "willingness" number is greater than 0. I don't need to study their force composition compared to mine, the game just says who's is better.

Imagine a game without these values being so open to the player. Choosing who to ally with wouldn't be just choosing the one with the biggest army, but choosing someone with the correct profile that you need. For example if you are planning to wage a lot of war then it's probably best to chose someone with a militarily aggressive personality and large army. However if you want to play tall, investing in your realm and avoiding war then you probably want someone callous that won't drag you into offensive wars, but still have your back incase you get invaded.

I've foucesed on CK 3 but this is valid of all recent Paradox map games. In Viccy 3 then you get to know if a factory will be profitable before you build it, you know exactly who and by how much someone has the advantage on a Frontline.

While these games are a lot more accessible, they lose the need for reasoning, deduction and critical thinking. You don't need to have initiative, just press the best options and play opportunisticly on the moment.

I feel ya, the only thing keeping me to this project is that I am building it in Java, and I am a Java developer professionally. I am able to create progress reliably and have the tools to get things done. However before this I must have atleast 20 projects that I forgot within a week.

My only tips is to work with tools you are comfortable with, and lower the scale down a lot! Like really a lot, you should have something that is playable within a week, else you'll lose motivation.

I'll start. I'm working on a top down roughly ww2 era RTS. I have two main gimmicks:

The first one is that the front line is persistent, allowing you to start a battle whenever to advance/skirmish/capture equipment/whatever, or be forced to defend when the enemy decides to attack. You're squads will be where you left them allowing you to prepare defenses in advance and having to think ahead of how the situation can change (and be forced to improvise when it does).

The second gimmick is that you can design you're squads as you want. You can for example spread out smgs so that all squad leaders have one, improving the close range firepower of all squads. You can also give all you're smgs to a single squad, making it excel in close quarters, but limiting its efficiency at range and the close range efficiency of other squads.

I want the player to solve their own problems, if they are facing tanks then they can raid the enemy at night and try to capture an At gun, or they can position themselves is forest where tanks can't reach/are vulnerable to infantry.

35

Doesn't have to be ambitious or even ever released. Just curious to hear your ideas and techniques. Screenshots are welcome!

I've found using the "decimate" function in blender good at lowering faces, but it only takes me so far (got maybe 250 faces to 100, but no lower). But I'll probably go for the oblivion style billboarding since I'm just prototyping anyway.

JMonkeyEngine, a very bare engine built in Java. I was thinking of creating a billboarded model for the last LOD level, but I need to find some models that fit first.

If format is relevant then preferably .gltf, but anything that blender handles works.

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Hello, I'm building an RTS game and need to find some models for the environment. However all models that I can find usually have too many faces for the scale of my game.

I would like to find for example tree models with max 100 faces that's not in the classic cartoony low poly style, but a realistic style. Preferably even with lower quality LOD models.

Could someone point me in the right direction or give me some good search terms?

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There are many libraries and frameworks that take the grunt of game dev, without locking you to their specific physics engine, etc.

For example

2D: SFML, Easily create a window and move sprites around, rest is up to you. (C++)

3D: JMonkeyEngine (Based on lwjgl) is basically the same, with 3D rendering instead. It contains tools for physics and collisions, but those are optional. You can do whatever with meshes in 3d space (Java)

I probably should have realized this before fighting with complete game engines (unity, godot) for multiple years even though I prefer doing stuff myself. I find it easier to handle when I've made it myself.

Anyone else know any minimal but feature-rich engines?

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