Command physics-based vehicles in an immersive world! Build up an army. Rock paper scissors mechanics form the heart and soul of real time strategy games and that is exactly what has been implemented this week with Assembly RTS - the physics based strategy game! Don't miss this exciting update to Assembly RTS; we invite you all to enjoy!

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Hello and happy new year to everyone! This week I implemented the first rock-paper-scissors mechanic into Assembly RTS as well as other improvements and made changes that enhanced it further.

Aim-Down-Sights, Multi-Barrels, Burst Firing Capabilities and Tracers.

Multi-barelled weapons now display projectiles and particle effects from each barrel rather than coming solely from one. This has resulted in several bug fixes being applied and more accurate display.

Shooters now aim down sights when shooting at their target and use burst firing mode; shooting turns are taken between soldiers in order to provide more convincing visuals than all soldiers firing simultaneously.

But wait, there's more! Some weapons now feature tracer rounds in their magazines!

As I believed that adding tracers could give a more authentic visual representation, and many fully automatic weapons use tracers in reality, I added them into the design of this game.

Unfortunately, having every other shot being an extremely visible tracer didn't have as much of an effect than I envisioned; oftentimes it can barely be noticed at all! At some point in time I will need to further tweak particle sprites in order to enhance projectile visuals and ensure better overall projectile visuals.

By the way, those new infantry running animations I announced last devlog aren't quite finished - I promise I'll show them off next time!

One important item on my to-do list was creating an illusion of rock-paper-scissor mechanics for Steam trailer. By setting up temporary workarounds that prevented soldiers from shooting at vehicles and certain vehicles from firing upon soldiers, this temporary solution created the appearance of nonexistent rock-paper-scissor mechanisms in my game world.

At first thought this seemed silly; on further consideration I decided that instead it would be best to implement real rock-paper-scissors mechanics directly; I did just this and now enjoy playing rock paper scissors again!

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