Fight in tactical and action-packed real-time battles with hundreds of individual soldiers.Recruit your troops from legionnaires to scorpion artillery to Germanic cavalry.Experience a lovingly handcrafted scenery of ancient Gaul.The game can best be described as a mixture of the old Amiga classic 'North and South' and the 'Total War' series. The game combines action oriented real-time battles with turn-based strategy on the campaign map where you raise, supply and move your armies. Only a Centurion will never surrender but will fight to the death.In Roma Invicta you have the honor of conquering ancient Gaul with your Roman legions. When the soldiers in Roma Invicta are shot at or even see their comrades dying their morale sinks and panic raises to the point where they drop their weapons and flee from the battlefield. This is historically incorrect and also totally illogical. That's why it's all the more surprising that in most games you fight until last man standing. No soldier wants to die on the battlefield (with a few exceptions). In Roma Invicta too every arrow shot and every shield thrown remains in its place and you can clearly see what has happened there. When a battle was over, the presented scenery drew a picture of its course. It was already the case with the Amiga classic 'North and South' that fallen soldiers stayed on the field and didn't just disappear after a while.Ĭannonball craters have also devastated the area. Such details make me happy and that's why I wanted to implement as much as possible.Īfter a battle the battlefield should also look like a battlefield. This makes the shields unusable for melee combat and the enemies will drop them after a few seconds. So in Roma Invicta there are no fire-arrows that do more "damage" or similar nonsensical and illogical garbage.Ĭonversely, the Legionnaires' thrown pila get stuck in the enemy's shields. Of course as a hobby game developer I'm not a professional historian.īut I try to deal with the respective topic at least above the Hollywood standard. However, the probabilities are affected by his current stamina. If this doesn't work maybe his armor could save him. If he is shot at or gets hit he has a chance to block or dodge with the shield. At Roma Invicta one is simple.Ī soldier is either alive or not. Was seemingly set in stone by titles like Command&Conquer or Warcraft back in the '90s.įew games dare to deviate from this convention and design a 'real' damage model. The standard for troops to have hitpoints and for those to be indicated by a green bar above their heads However, these can easily be switched on and off.Ī similar concept applies to me at hitpoints. In the case of morale and stamina unfortunately I couldn't prevent this from being displayed via status bars. If a fighter still has his shield in hand he can use it to block attacks - if not, then not. If he has three spears left in his hand he can shoot three more times. That's why Roma Invicta only has them when there's no other option.įor example a ranged fighter's ammo is not indicated by a bar above the head. I don't know about you but floating UI elements over the soldiers always killed the immersion for me. My design principles Less interface, more immersion So I decided to dedicate my life completetly to game development. The unforeseen responses were amazing and Of hard work and just wanted to experience the process behind releasing a game. I built it besides my regular job in two years In early 2022 I released my first complete game Roma Invicta on Steam. The name under which I wanted to design my web presence was also clear to me. Since I was living in the district "Puntigam" in the city of Graz at the time, With courses on Udemy and Youtube tutorials I was able to make progress quite quicklyĪnd slowly started to create the games I always wanted to play myself. Two decades passed before I finally stumbled across the GodotĮngine and finally dared to rediscover this great hobby and finally started learning how to code. I found that extremely funny but always quickly reached the limits of the engine and thus never managed to implement my ideas properly. As teenager I started building small games with the drag&drop applications from Clickteam.
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