RTS is Back! - Sanctuary: Shattered Sun - Dev Stream
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- เผยแพร่เมื่อ 30 มิ.ย. 2024
- Sanctuary: Shattered Sun Dev Stream
Sanctuary: Shattered Sun is an RTS currently in development
Steam: store.steampowered.com/app/16...
Kickstarter: www.kickstarter.com/projects/...
Website: www.sanctuaryshatteredsun.com/
Patreon: / sanctuaryshat. .
Discord: / discord
Community: shatteredsunrts.com
Facebook: / sanctuarysha. .
Reddit: / sanctuarysha. .
Instagram: / sanctuarysh. .
Twitch: / sanctuaryshatte. .
VK: sanctuaryshatteredsun
Twitter: / sanctuaryrts - เกม
Finally a worthy Supreme Commander
Wow the gameplay feels so smooth!!!
It's really comming together slowly now!
this is getting better and better! GGs
I neeeeeed it!
Loving the look of this so far. I wonder if the formations could be slightly adjusted so the 2nd row is offset and not directly behind the first?
Formations will be adjusted a lot in the future, better spacing, spacing based on unit sizes, smarter unit placement based on their role, etc
Looks quite good. Is there a slider for what level of zoom the icons appear over units? If not can we get one? Or change it in a config?
We have that in the options already
Supremely excited to see game coming up and looking beyond all expectations, are there any info that can be shared about naval side of the game, which was my favorite back in the time, can we expect to see submarines bigger and smaller, ships with capability to shoot at sea and air and below waves, maybe units hover over water ect? sorry for long question just really hyped up :)
If the kickstarter and everything goes well, there will be all kinds of naval units. Hover units are already in the game.
I want to see land mines and even under water mines. Only detectable by mobile solar station. I know these were in planetary annihilation but not Supreme commander ;(
What would you say are the biggest differences from this to "Beyond All Reason"?
In short it would be that BAR is more inspired by TA, while Sanctuary is inspired by SupCom.
Scale is larger, graphics is more realistic instead of stylized. And then the new features like breaking the map or changing weather.
@speed2cz
The specific question that comes to mind is how much control scheme inspiration are you taking from BAR? Will there be line formation drawing?
As for unit diversity, the roster better be as rich or richer than BAR.
I don't want to play another planetary annihilation like dumbed down version of total annihilation with map gimmicks.
@@kingfisher1638 I dont know BAR that well, with the control we're taking inspiration from more games. What you can see in the game right now is just a quick first implementation.
@speed2cz I understand the current state of the game, my problem is with the vision for the final product.
You should honestly become more familiar with the control scheme that BAR offers. I have barely played supcom since switching to BAR because the controls are so superior. Also the unit variety and roles in BAR offer more than supcom. Graphics and map features are nice, but they do not make the game. Unit variety and controls do.
@kingfisher1638 from my experience, I am not sure it us exactly possible to get as much unit variety as BAR, because the game is much bigger in scale, and you just won't have time to manage both it and huge unit variety, at least not into 1 faction.
When I was asking about units on official BAR Discord, some people have said that many units are noob traps.
I would rather have less, but unique units than tons of units that do very similar jobs( like you have same raid + AA + anti-heavy + anti-swarm +artillery etc multiplied by 3 for hover/vehicle/bot factories.
Your band still playing?
Yes, here's our latest song th-cam.com/video/_kGkorf9MI4/w-d-xo.html
New Supreme Commander?
looks beautiful but looks and map features aren't enough. The gameplay better be on par or superior to Supcom and Bar in both depth and control. Without that this project is doomed to be another planetary annihilation.
It seems that yet another game among those inspired by SupCom, gets the same little things wrong that SupCom did compared to TA. It has all the wonder and grandeur, the size and scale, but fails to answer the same little question. "Why do you have graphics?"
Well to look good, obviously - but then, do you want it to look good only when it's paused? Or in screenshots? Or otherwise when not playing it? If not, then why do you make it all look so lifeless in motion? Why do tanks only have "stop" and "go", and thank goodness they actually have a turning rate, but even with that the game makes a squadron of armored vehicles move like Age of Empires 2 cavalry. It's all perfect trajectories, smooth motion from A to B at a constant speed. Perfectly controllable, and perfectly lifeless. If a game from 1997 could make a bunch of tanks firing on the move _look_ like a bunch of tanks firing on the move, why do modern games insist on having that primitive pegs-on-a-playing-field feel to them?
20 minutes in and you haven't said anything useful. Even leaving aside the wasted space of the loading screens, I know nothing of the game and basically less than nothing after you started.
You should be explaining what is happening, what the premise is, what the units and buildings are, what the goal is...
Hi, those are valid points, but it would be fitting more for an edited video about Sanctuary.
This livestream was more of a QA session with the community who already knows the basic. So showing what we have right now, while answering questions. In the future streams I'll be focusing more about explaining different features, things and plans as well.
I am sorry, but this looks like BAR, nothing special...
Oh you mean an RTS with mechs ? lol.. so does that mean Supcom, Zero-K etc all look like BAR ? Take your blinkers off and open up your eyes!!
@@peterfrancis7082 yeap, exactly, looks the same. And btw all these titles... why RTS is "back"? It didn't go anywhere