Welcome to a new devlog for Assembly RTS, the physics-based real-time strategy game!
Hi everyone, I hope you are all enjoying your holidays while progress on Assembly RTS steadily continues 🎅
Visual Overhaul on Riflemen
The previous design for infantry didn't fit the art style of Assembly RTS so I gave them a big overhaul.
See the difference for yourself:
Original design:
New design:
New Selection Decals
I don't know if this will be featured in the final game but this was a suggestion by Chris from howtomarketagame.com: Ground decals for selected units.
Vehicles don't strictly require these decals for it to be obvious whether they are selected or not.
It does however further improve visual clarity and doesn't seem to get in the way.
Getting this to work with good performance was tricky but I'm happy with the end result!
Unselected:
Selected:
Campaign Story
I'm not sure if a full campaign will make it to the final version of Assembly RTS. That will largely depend on time and budget constraints. Lately I had some interesting ideas for a riveting story of two opposing sides working together behind the curtains, leading to chaos after the twisted conspiracy becomes widely known by the fighting military forces.
The story features psyops, information warfare and uncertainty while our protagonist, a young general, tries to find the best way forward into the future.
What's Next?
Not much has changed on my todo list apart from what was mentioned in this devlog.
As has been the case for quite some time now, my focus is still mainly on visual improvements in preparation for the Steam page which should be online by January or early February.
Join Our Discord Server!
If you are looking forward to the future of Assembly RTS as much as I am,
consider joining our friendly Discord server where I post extra sneak-peaks behind-the-scenes.
(+ art, memes and music)
Pretty cool