DrumsofWar wrote:One-man dev team making his own RTS based on SunBurn engine.
The trailer looks promising.
The
trailer references Starcraft, then immediately talks about equipping 15 different weapons to your units. I'm guessing this is the core gameplay feature that is meant to get me excited? Nothing else was really talked about.
Well, at the very end it said the game was singleplayer, meaning
no multiplayer. Without that, I don't think this game can "ease my pain" from Starcraft.
Dev comment on IndieDB wrote:Lord_Crusare Aug 2 2013, 12:27am replied:
There is no multiplayer mode.
Meridian feature list from website wrote:» Traditional RTS gameplay with a focus on strategy – the forceful approach rarely works
» Experience a world of choices where every decision has an impact on the world around you
» Use the right tool to get the job done: equip your units with 15 different weapons
» Gain XP during battle and upgrade your commander profile with special combat abilities
» Get to know the people on board your ship: by talking to them, you influence the crew’s behavior
» Including a full level editor and scripting tool used to build the campaign maps will be available
» Never run out of maps with the in-game custom map downloader and official levels released frequently after release
#1. Vague and basic. Am I to read it as early game defenses being really strong? (Forceful approach = rushing / mass attack-move?) Or maybe the unit health/movement speed to build time ratio greatly favors the defender?
#2. Vague. Gameplay should be about meaningful choices anyway. Will the campaign have something more akin to The Witcher's long-term consequence system?
#3. Seems like unit chassis is detached from weapon type, so any unit can use any weapon. The first problem I see with this is readability. If I scout the enemy's army in that "bugs and templars" game, I can tell what he can do from his unit composition. Every unit was designed with a unique silhouette, to be distinguishable at a glance. In this new system, how do I tell if the enemy units are using rocket launchers or plasma cannons?
#4. At first I read this to mean something like League of Legend's Summoner system, but taking another look it probably means something more like LoL's champions gaining XP. So these special abilities are combat-gated, rather than resource-gated. Something like Warcraft III's hero system, but global rather than attached to a local unit. Will there be anything like creep camps, though? A way to gain an edge over a passive/defensive opponent? (Then again, this is a singleplayer-only game, so maybe my first interpretation was correct...)
#5. Vague. How does your crew's behavior affect gameplay? Are we talking something irrelevant, like SC2's campaign? Or more like Divinity: Dragon Commander, which has a territory management system? In that game there are representatives from the races of the land, and your interactions with those characters has effects on their territories that you control.
#6. Always nice to have available the tools used by the developer itself.
#7. So a system to browse, upload, and download custom maps from within the game? Cool.
DrumsofWar wrote:One-man dev team
Where did you read this? Looking at the
developer's site, I get the impression that there are multiple people on the team.