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Urban Battle Simulator's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
VISUAL | Did the game have nice graphics or art direction | #79 | 3.909 | 3.909 |
IDEA | Was this game super interesting or innovative | #103 | 3.455 | 3.455 |
Overall | #115 | 3.309 | 3.309 |
AUDIO | Did the game have great music or sound design | #147 | 3.000 | 3.000 |
MOOD | Did the game have atmosphere or make you feel something | #149 | 3.000 | 3.000 |
FUN | Was the game satisfying to play or did it bring you joy | #149 | 3.182 | 3.182 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Let people know how long you've been working on the game
I worked on this project for about 3 months in my spare time. However, it uses a lot of assets I already made for an older project, which also took about 3 months.
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Comments
Pretty good game, artillery is really fun to watch, but some units are kinda dumb. Sinpers and artillery will get way too close to enemy units, like MGs.
Nice idea in the like of the "auto" games.
A fast forward button would be nice to quickly see the results.
I really like how you show your other games in the menu, I've never thought of that. They look great.
Great work !
Thanks!
There is a hidden fast forward button: Hold "4" for 2x speed (or "2" for 0.5x speed or "1" for 0.1x speed). Only works if your CPU is fast enough...
I used it to have a closer look at the action while developing the game, and it's still in the code (but unfortunately I somehow forgot to tell the player about it).
This was a lot of fun! Like others, I didn’t notice armour moving at all, so my combined-arms tactics never got off the ground… rushing with multiple cheap squads of varied infantry worked much better!
The camera controls were awkward, though. Panning and tilting are very sluggish, while zooming is just the opposite, moving in too-large jumps.
That's true, camera control by mouse is framerate dependent, this also seems to be the case for the movement of some units (didn't find out why yet).
I just updated the game, with minor tweaks that should improve the peformance a bit (can't promise that it's much, though). When I find the time, I will have a closer look at the code to find more ways to improve the framerate.
Gotta say I was very impressed by this one. Well done on the execution!
Surprised the snipers moved and the tanks didnt.
Quite slow on my lap top with lots of stuff open..
I think it needs to start smaller with fewer options and build from there so you can see what each bit does.
Good effort.
Thanks for the feedback!
Yeah, performance is an issue here. I wanted it to be somewhat realistic (units only shooting at enemies they have an uninterrupted line of sight to, realistic movement of projectiles and collision detection so that they won't deal damage if they miss, projectiles being several seconds in the air so it's not trivial where to aim if you want to hit a moving target, etc.), so there are a lot of calculations going on in the background each simulation step. Especially for a large number of units (this is where it is fun) this makes the simulation quite slow. But I'm still trying to optimise the code, maybe I will find some way to improve that without changing the mechanics and AI too much.
I also saw that sometimes, especially if there are lots of units some of them will take some time until they start moving. Normally, they all should move right from the beginning of the match. Couldn't figure out the reason until now...
Very satisfying to watch and hear these battles. Although, game ran pretty slow on my laptop, and I barely see vehicle move at all. :(
Maybe icon size can adapt to the zoom level, so we'll be able to see which units types are in the opponent's side while placing our own.
The unit icons do scale (a bit) according to the distance to the camera, but icons far away are still hard to read, that's true. You can still move the camera to the enemy side and zoom in to inspect the units (hold "i" in the build phase for instructions).
Performance is an issue in this simulation, that's true. See the comment above for some details on this.
Thanks for playing!
The quality of your projectiles are excellent.Do you instantiate or doing pooling of projectiles ? the game runs smoothly with lots of troops and the ai behaves very well at moving , firing. i did a similar game a long time ago , but i didn't achieve this level. great work.
Thanks for the kind words!
Each projectile is instantiated as a seperate object. There is no sophisticated physics simulation for the projectiles; their position just follows a ballistic curve, so nothing computation heavy here. Of course the units have to aim correctly to hit the moving targets while considering a ballistic curve (more details on that here), but this is calculated for each weapon before firing, not for each MG round currently in the air, so that is still ok.
The homing missiles however have a basic AI in-flight as they have to hit a moving target while avoiding obstacles. So with a lot of anti-armor units, the framerate will drop unfortunately.
thanks for sharing, very interesting.
Good job! I enjoyed the levels :)
Camera smoothing just feels too high
Graphics were good, and a unique game that runs very well for all the units active at one time!
Pretty cool 3D strategy game! Some impressive graphics and great path-finding for the AI! I was impressed by this!