This is a totally new RTS game with Base building, a game like Command and Conquer, Supreme Commander and Earth 2140, made in the Unreal Engine 4 by a solo ex modder, turned amateur indie developer. It is set in a modern/future setting with base building, resource gathering and real time vehicle combat called Hyperwar ( old name – Paths to Supremacy).
🧨Game Development UPDATE: https://youtu.be/Sb63TFbxmqY
⭐UPCOMING STRATEGY GAMES⭐
https://www.youtube.com/playlist?list=PLRYGjguAn0CETNi54IC0YsVNFtTdd6Ccc
💥Official YouTube developer channel : https://www.youtube.com/@andreassteinhorst9426
🔎The Doctor YT channel : https://www.youtube.com/@thedoctor199/videos
Chapters
0:00 Explanation
0:42 Singleplayer & Features
1:53 Development
2:57 Day & Night cycle
3:42 Units & Turrets
5:07 Camera & Maps
6:20 Resources
7:17 Power & Radar
8:05 Control range
9:11 Fuel & Ammo
10:48 Building zone & walls
11:20 AI and future updates
12:19 Conclusion
👓Game Previews: https://www.youtube.com/playlist?list=PLRYGjguAn0CFpLi_MlTb6PIgLkXQM632Y
Here is a totally new RTS game project from a solo developer made in the Unreal Engine 4 and inspired by Command and Conquer, Supreme Commander and Earth 2140! Currently called Paths to Supremacy and already three years in development it looks stunning considering it is made by a single amateur game developer and ex ARMA modder with Unreal Marketplace assets he reworked to fit his vision.
Now do keep in mind there is no multiplayer planned for this game, it will be strictly a single player experience as multiplayer would exceed the resources and time this developer has. Another important thing to note is that instead of factions there will be an extensive research tree in the game and so while you start off from a generic futuristic military faction you develop it into a unique one every time you play as you research and apply new tech. Add to this the dynamic of always starting from a new randomly generated starting position and you will have much more variety than you might think at first glance.
A very interesting and rarely used feature in such RTS games will be actual fuel and ammo used by units and turrets which needs to be resupplied, but if you dislike this feature you will be able to turn it off.
Every map in Paths to Supremacy will have a more or less distinctive heightmap and landscape. This is not a typical feature for an RTS game, as most of them have very flat terrain. Sure there are mountains and rivers and such, but they aren’t playable, just for show. But in this game
landscape is part of the difficulty, because with different highs and lows on the map. The buildings and turrets cannot be built everywhere and their lines of fire will be limited by obstructions like rocks or hills.
As development continues the research tree will be implemented, after which helicopters are planned to be added as units. Shields and outpost will be interesting additions after that, giving more defensive options to the player.
Proper enemy AI with base building is another big upcoming feature, along with smaller ones like new sounds and music, user interface update, tutorial missions and all the other features you would need to properly play a game like this.
#RTS#strategy#UnrealEngine
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36 comments
ITS HIS Realistic SCOPE of developing the game
People underestimate balancing/creation/content etc.
No MP is a smart move, no factions and a simple tech tree to upgrade your army is a very smart route he chose.
I am still skeptical on gameplay however.
Take into consideration Sudden strike, and the later C&C games where A.I. Complexties were higher.
Here I'm doubting he has made battle plans/maneuvars for the enemy per difficulty.
Other than that Im glad to see solo dev do this...
It's like the knew my BoA would finish and I would then be able to start making actual money....
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