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Upcoming version 1.1

A topic by Astronautz created Jul 02, 2020 Views: 327 Replies: 4
Viewing posts 1 to 3
Developer (1 edit) (+1)

The next version of Merc Tactics will fix the remaining outstanding graphics problems, so we can update the video. This is in preparation for the Steam release.

Namely, I have improved the character animations, so the guns don't intersect with walls, or other objects, which looked very bad.

Soldiers now run with their weapon resting on their shoulder if they are beside a wall.
Also, soldiers have a special pose, so the player can tell when they are in overwatch:

Also, I have improved the squad turn indicator at the top of screen:


There are also some feature improvements, namely the equip allies features has been improved and also I am going to re-balance the financial part of the game, so the player gets more money.

(4 edits)

Great job, Astronautz!

Hi, I'm an xcom fan, and, IMHO, MercTactics mechanics provides that classical tactics experience with a touch of unique features very well! This game deserves more attention from classic games community, so I hope my small review will help to spin off development and make this game more notable.

  • I understand why you planning to deploy it at Steam, but Linux community would most likely pay for DRM-free version, so please consider gog.com at least.
  • I see that file structure is open and clear, so making it a mod-frienly platform should be... an achievable goal. A modular structure, a few howtos, map editor and placing AI in separate file, all packaged in mod folder - will make this game immortal.
  • ...and yes, multiplayer is always a challenge, but p2p multi-team battle would make it an outstanding game! Community may help if you make API for external multiplayer module.
  • AI has good tactics and bad strategy, so here are few possible improvements: currently enemies act in a zerg-rush fashion (especially on open road quick battle) that makes player to stand against in a single spot through the whole match. I understand that in real world it's usually like that, but In classic xcom aliens tend to stick to important locations in small dedicated groups that makes player explore the map and "perform tactics".  There could be several AI styles for those groups, like one group prefers hideouts, another patrols, attacks, etc... again, making game more open for modding will benefit in community help on such things and give you more time to work on engine.
  • Guess what was the killer-feature of Raumschach in 1907 and also xcom and doom back in 1993? - stairs. Seriously, multi-layer map is a must-have tactics feature since that.
  • Regarding maps - I would strongly recommend more trees and rocks to hide behind, cuz big open areas don't make people adventurers. Also multi-layer map unlocks such cool thinks like sewerage routes and rope bridges above streets...
  • I enjoy your characters personality and this reminds me another game where you could make use of some ideas... the game called "Commandos" had cool features like movable items, climbing over walls, traps, etc. Speaking of xcom features - adding a grenade launcher and regular nades will make players to spread and leave hideouts. Proximity mines is a holly war topic but i have to raise it)))
  • Suggestion/idea: the fog of war could be optional - if player was in that city before or got a map - it looks like you made it now, if not - make fog to blackout map.
  • Full screen mode sticks window to main monitor, please add an option to select monitor. Windowed mode is not expandable, so it would be nice to make window expandable or having a text field to enter a custom window dimensions. Having ~ game console for advanced tweaks would be nice as well.
Developer

Hi Ursom,
Thanks for posting. Great to get some feedback.

> I understand why you planning to deploy it at Steam, but Linux community would most likely pay for DRM-free version, so please consider gog.com at least.
We probably also release final paid version here on Itch, which is also DRM free. I heard gog.com reject most indie games.

> I see that file structure is open and clear, so making it a mod-frienly platform should be... an achievable goal. A modular structure, a few howtos, map editor and placing AI in separate file, all packaged in mod folder - will make this game immortal.
...and yes, multiplayer is always a challenge, but p2p multi-team battle would make it an outstanding game! Community may help if you make API for external multiplayer module.

Yes, I would like these features, especially modding, but these would be in the long term. There are too many other new features that I want to add first

> AI has good tactics and bad strategy, so here are few possible improvements: currently enemies act in a zerg-rush fashion (especially on open road quick battle) that makes player to stand against in a single spot through the whole match. I understand that in real world it's usually like that, but In classic xcom aliens tend to stick to important locations in small dedicated groups that makes player explore the map and "perform tactics".  There could be several AI styles for those groups, like one group prefers hideouts, another patrols, attacks, etc... again, making game more open for modding will benefit in community help on such things and give you more time to work on engine.

At the moment, when the AI are defending a village they patrol areas, until they are alerted by sound of gun fire. If they are attacking a village they fan out looking for enemy. I'm considering making some scenes where the enemy are separated into different areas, meaning the player would have to clear one area before advancing into the next

> Guess what was the killer-feature of Raumschach in 1907 and also xcom and doom back in 1993? - stairs. Seriously, multi-layer map is a must-have tactics feature since that.

I want to add levels, but that's a big change to the game. As I said, there are other easier to implement features that I want to add first

> Regarding maps - I would strongly recommend more trees and rocks to hide behind, cuz big open areas don't make people adventurers. Also multi-layer map unlocks such cool thinks like sewerage routes and rope bridges above streets...

Villages have a lot of cover and country scenes not so much, that is deliberate. If you are smart you should avoid a battle in the country, especially if the enemy are strong. Having said that I intend to change the rock-field creation algorithm to give better cover.

> I enjoy your characters personality and this reminds me another game where you could make use of some ideas... the game called "Commandos" had cool features like movable items, climbing over walls, traps, etc. Speaking of xcom features - adding a grenade launcher and regular nades will make players to spread and leave hideouts. Proximity mines is a holly war topic but i have to raise it)))

Grenades and mines are top priority features. For the next version, I am working on scopes and silencers.  I have to prioritise features, based on how difficult they are to implement and the value they give to the game. So, the game will improve in small steps,  each release getting a few new improvements.

> Suggestion/idea: the fog of war could be optional - if player was in that city before or got a map - it looks like you made it now, if not - make fog to blackout map.

I don't know exactly what you mean.  The fog of war means that the player doesn't know where enemy is - that is critical to the game

>Full screen mode sticks window to main monitor, please add an option to select monitor. Windowed mode is not expandable, so it would be nice to make window expandable or having a text field to enter a custom window dimensions. 

That would be relatively easy to fix. Probably let the user select from a list of resolutions.

(7 edits)

Looks like a plan.

So regarding fog of war - i was talking about classic xcom fog, where you don't see unexplored part of map. Take a look at "black shadows" on the right side of the shop ... in Merc Tactics you can see village layout (buildings, structures, ect...) at the beginning of a battle.  So my idea was to add a "map" item into the game - if you find or buy it, then you see village layout in upcoming battle (but not enemies of cause) , if not - you should walk around in the dark to explore the map. Ray tracing is kind of hard thing to do, so ignore if you think it's not a beneficial feature at this moment.

Two other things that i'm not sure about, maybe this is intentional, but i would suggest to fix those:

  • When i rotate map during battle, i think the sound doesn't rotate with map... it shoots in a wrong ear when listening in a headset...
  • During enemy's turn, when 3 teams playing - I think i've seen bullets flying and hitting objects in distant areas away from my team, where they theoretically shouldn't see them. Not sure if it's an issue, please take a look.

And regarding AI strategy discussion - without splitting enemies into smaller specialized groups, I'm getting this deployment at the first move in 4vs9 quick battle:


Developer

Yeah, I'm not going to implement hidden scenery. The inside of buildings are hidden by roofs, which become invisible when your soldiers  approach, so that in a way is hidding some of the scene.

> When i rotate map during battle, i think the sound doesn't rotate with map... it shoots in a wrong ear when listening in a headset...

> During enemy's turn, when 3 teams playing - I think i've seen bullets flying and hitting objects in distant areas away from my team, where they theoretically shouldn't see them. Not sure if it's an issue, please take a look.

Yes, I can fix these two issues easily

> And regarding AI strategy discussion - without splitting enemies into smaller specialized groups, I'm getting this deployment at the first move in 4vs9 quick battle:

Yeah, that can happen if you select the "extra enemy" option. The 2nd militia group can enter via the same road as you do, and then they will be just ahead of you. If you are playing a campaign though, it's much less likely to happen.