Improved procedural generation for my RTS, now there are camps, bridges, better water support with ponds, balanced out resource spawns and critter spawn control!
Can't wait to play with real players some 3vs3 RTS chaos fiesta!
#gamedev #indiedev #indiegames #rts
Website and Steam is almost done, need to prepare some videos, GIFs, maybe create a trailer and announce the game finally!
So I've finished working on my unannounced RTS prototoype, had some playtests, and the game loop is alright.
if you're interested to play my playtest, join to my Discord and message me, I'll send you the build
In background, I am rewritting the game from scratch... AGAIN
This time I am focusing on Photon Quantum as for prototype I skipped it and used Unity Netcode for GameObjects.
And now I am slowing down and trying to measure every bit of performance and bottlenecks. Working on LOD, tools that cut down vertices and triangles from the assets I have and so on.
I have three phones always benchmarking:
- OnePlus N100
- Google Pixel 1
- Galaxy Z Fold 7
I've written a script where after building APK with Unity, we launch some scenarios to stress-test the phones.
I measure memory leak, temperature throttling, battery impact, frame size bottlenecks and so on + FPS hitches that look like an anomaly, so I can dig up on it later.
Lots of good tech coming along with my new RTS engine. I hope I'll be able to make Clankerfront with it too after I finish my smaller scope RTS:)









