Shadows of War [RTS | Greenlit]

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Source file (commented event sheets), art and all music included and 100% royalty free.
  • This is my current(First) project, im working on together with a friend.

    A few stats (C2 Relevant)

    02.02.14:

    12.02.14:

    16.03.14:

    29.03.14:

    22.04.14:

    13.07.14:

    10.09.14:

    Also, it is currently on Steam

    Shadows of War is a 2D Real-Time Strategy sidescroller game.

    Classical RTS elements combined with new one, into a 2D game.

    Fight in massive battlefields against your worst foe!

    Challenge your friends in a 1v1 battle, show them who is in control.

    Some maps also have unique elements, that requires you to change your tactics. The bigger the map, the harder it will be. You always need to have an eye on every section of the map. Be fast to take counter measures of the enemy's attacks!

    The game also offers the Hardcore mode, for old-school gamers that needs a challenge.

    You are low on money, which means you can order less units onto the battlefield.

    Support strikes will be rarely used, since they're costing too much.

    Keep track of your tickets, you can't lose a single one!

    You really need to do everything to prevent the enemy from marching into your land.

    Always do your best! Else, loosing can't be prevented.

    Remember the good old days, where games hadn't got any XP system?

    You only played for fun, not for unlocks or that stuff? Like that?

    Then SoW is the perfect game for you, no DLC, no XP, no Micro-Transactions.

    1944, a German Science project, was sealed and hidden.

    It was never meant to be found. But in 2013, a new Federal Chancellor was elected.

    Then, old research projects were activated again, this is where everything began...

    One of the projects, were a bomb, not a casual one.

    They built the bomb after the blueprints they've found.

    Then they tested it, the bomb detonated successfully, with a devastating effect.

    A world was left, that were pushed into the shadows, no hope, no life as it is known.

    Nations in despair, began to wage war. The world, at the brink of total destruction.

    Now we are here. No alliances, all fighting for survival.

    Russia, now facing Germany again, on the battlefields of Europe.

    • A 2D RTS Sidescroller Multiplayer game.
    • Multiple Modes: Conquest, Rush, Classic Skirmish.
    • 20 different unit types including: Dropship, MBTs, Helicopters.
    • Over 5 support strikes: Artillery, Tomahawk Missile, Harrier strike.
    • Big and unique maps.
    • Intense Online multiplayer battlesCompetitive (1v1) multiplayer modes.

    Screenshots:

    Social Media and usefull sites.

    Facebook

    Twitter

    IndieDB

    Homepage

    IndieGameStand

    Desura

    Thank you for reading, be sure to checkout our Twitter & Facebook, to get the recent news about SoW and other projects

    • Conti
  • *Reserved*

  • Looks nice but the description sounds just too enthusiastic for what it currently is (an alpha version)... :/

  • looks better than ever!, seems like a long while ago (and a couple of avatar changes) <img src="smileys/smiley17.gif" border="0" align="middle" /> you first pitched this, well done for persevering with development all this time...

  • , im trying my best, is there anything you think i could change?

    pixel perfick , yeah, i tried before, and failed. But this time, i wont bow under the masses of the internet <img src="smileys/smiley2.gif" border="0" align="middle" />

    Thanks for the kind words. Im trying to listen to the people, since feedback is the most important thing, about making a game better (at least i think so). With time, im constantly improving everything and adding new things and so on, based on feedback ;)

  • Hows the Multiplayer working out for you with Construct 2?

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  • Looks great! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • , well, it works ok, with Socket.IO, but ill change most of it, when the official multiplayer comes out.

    Jayjay thanks :)

    , it doesnt matter if youre a grumpy guy from the internet or a nice guy. Everything that matters is teh feedback :)

    And hell, that is some, youve posted there, thanks for it, ill glady answer everything, send me a PM with your skype/steam name, you seem to have some great points, and i surely would love to discuss the game a bit more with you ;)

    Performance & Compatibility.

    The game is big, and uses much graphical performance due to the high resolution. I only use WebGL effect for the flags (wave).

    65% (Based on Steam Hardware Survey) uses a gpu that can run the game with 60fps. Since an A10-(somethinghere) runs the game smoothly with 60fps and only a few dropdowns, when using snow/rain (2000+ sprites).

    Im sure it can be optimised further, and every build im looking at where a possibility is. Im also working on implementing some kind of lower-performance-costs mode, it sets resolution to HD ready. Uses 50% less performance. Ill look into tweaking particles with that mode(Low Quality/High quality already included).

    And well, i could tweak the game (if im slicing the map into many, many pieces) to use less than the told 110 Collision Polygons.

    But currently: It runs perfect. 2-20% CPU performance costs from the physics. I will improve everything, but currently it runs smooth.

    Note: im not using asm.js :)

    Platform choice.

    The game is too big for a normal browser too handle. It runs with ca. 40 fps in opera, so platforms like: Mobile Devices, Browser will not get the game. (I wont publish/optimise the game for it)

    Limiting the platform, maybe decrease the playerbase, but i more likely want a Good Looking, Good Running game, rather then an not good loooking, not good running, piece-of-chunk. :)

    Im not saying i wont make games for these platforms, but SoW isnt inteded to be such a game, and i dont want it to pretend to be, what it isnt.

    Description & Story.

    You got some good ideas, i would love talking some more about it with you (skype/steam/somethingelse).

    Development goals.

    Same as the above ;)

    Multiplayer.

    I wrote a Socket.IO tutorial, and thats what im primarily using, it hast most/best functions of all Multiplayer Plugins Currently available.

    The game works o.k. with it, but not good. So i've chosen, to work on features/balancing while waiting for the official plugin to come out.

    Then ill use Socket.IO as a Matchmaking server, that way i dont use a high-performance server, and WebRTC for the actual game handling.

  • SgtConti Well, you really seem to have thought this thing through, haven't you? :)

    What you say of the performance is... interesting? I'd love to see how well the game performs (even if i am currently stuck with an "antique" laptop and probably will only have my desktop available sometime next week), because with those image resolutions and sprite quantities you either must have a pretty good computer or have done some clever optimizations, although i have to admit that Webkit really seems to be more memory efficient compared to running the game in browser (around a 100-150MB RAM usage difference between it and chrome). Either way, i wouldn't want to spam your thread, so i pm'ed you my contact details.

  • Looks great, information layed out well :)

    Great to see someone with set goals.

    And I wouldnt worry the slightest about performance.

    You made a choice for desktop systems, which, with modern recent hardware, should generally be able to handle a game ten times your load.

    Seriously, your game is relatively small, < 50mb , and your imagery is not heavily detailed (lots of black stuff), it should run fine on most modern mobile devices too.

    Love the theme / coloring approach

  • lennaert thanks for the kind words.

    We'll have to see how things turn out in the end about the performance. But i at least can assure that a Tegra 3 Tablet wont be able to run the game as it is currently.

    youre right about the download size, the Ram use of Node-Webkit currently is about 800MB and VRam (Crossfire system, may be relevant) ca. 400MB.

    The game may could be redone in CC, but i actually after some research think, it wouldnt bring a performance increase. A comparison between CC R1.2 and C2 R45: 82% as fast as Classic.

    Based on all the optimisations made by now, i think that C2 is even faster than CC.

    So remaking it in CC probably wont bring any gain.

  • Perhaps chop some of those large images up in smaller pieces.

    Reducing polygons per image too.

    ^_^

  • lennaert , that would be an option, ill think about it ;)

    Ill test my tablet with again, as soon as i completed the work on my low-performance mode, it may work then <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I am not quite sure if what you are saying about the performance is true, there used to be a benchmark for the performance a while back, and these were the results:

    <img src="https://www.scirra.com/images/allperf-graph.png" border="0">

    Link to post.

    Do you have a link to that resource of yours?

    Then again, it was more than a year ago. I guess i could cook something up really quickly to test the performance of CC vs C2...

  • hmm, thats an interesting post, havent seen that yet.

    Link to my post

    ^^ This is 3 years ago

    I would be interested in an 1:1 comparison w/ physics & withou physics.

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