[HN Gopher] OpenHV - Open-Source Pixelart Science-Fiction Real-T...
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       OpenHV - Open-Source Pixelart Science-Fiction Real-Time-Strategy
       Game
        
       Author : pabs3
       Score  : 129 points
       Date   : 2023-03-10 07:07 UTC (15 hours ago)
        
 (HTM) web link (www.openhv.net)
 (TXT) w3m dump (www.openhv.net)
        
       | notfed wrote:
       | Only one image?
        
         | elihu wrote:
         | There are some videos on youtube:
         | https://www.youtube.com/watch?v=ca8pi8cvP0Q
         | 
         | Looks pretty good.
        
         | ilkke wrote:
         | The itch.io link is a good place for a first look
         | https://openhv.itch.io/openhv
        
       | _a_a_a_ wrote:
       | Everything in games seems to be real-time these days. I much
       | tended to prefer turn-based stuff, I wonder if I'm alone in this
       | or whether people as a whole want real-time
        
         | slothtrop wrote:
         | With multiplayer, I'd favor turn-based since with real-time
         | you're optimizing for KPM / keying memorized commands very
         | fast. In single-player I think the pause mechanic as in Dwarf
         | Fortress and Paradox games has not been explored enough for
         | strategy versus AI - it would be a refreshing break away from
         | waiting for "events" to trigger after x amount of years.
         | Otherwise from experience I've found the single-player
         | campaigns in real-time to be very enjoyable, and turn-based to
         | be more often a slog. I don't think that's the popular view for
         | 4x/Civ players but the expansionist micromanagement phases for
         | half the game are not that interesting. Exceptions are the more
         | "tactical" games, but barely.
         | 
         | It's been many years since I played, but I think of StarCraft
         | here - your early mining rush phase lasts a scant few minutes
         | before you're pumping out this or that unit and scouting around
         | the map, and you can pause freely to decide what to do next.
         | The pacing is just nice.
         | 
         | The most frustrating thing about turn-based is switching mental
         | gears to deal with pacing, from deliberate methodological play,
         | to burning through your turns quickly to get to where you want
         | to go next. Roguelikes are like this on steroids. There can be
         | many elapsed turns of nothing in significance and no imminent
         | danger, then suddenly, you're in too deep. Unfortunately in
         | those cases there's no save point.
        
         | usea wrote:
         | Different people enjoy different games. You're not alone in
         | wanting turn-based games. Fortunately, these days games of all
         | types are released by the bucket-load.
         | 
         | Steam has a turn-based tag to browse games of this type, and
         | more granular tags for different sub-types such as turn-based
         | strategy.
         | 
         | Here's a link to the steam store, turn-based games, new and
         | trending: https://store.steampowered.com/tags/en/Turn-
         | Based/?flavor=co... which includes some recent big releases
         | like The Last Spell and Octopath Traveler 2.
        
         | kneebonian wrote:
         | I recently just got into XCOM and I much prefer or it over most
         | of the other games I have played lately. Honestly I feel like
         | the golden age of tactical/startegy gaming was the early to mid
         | 2000's.
         | 
         | And based on the market I'm not alone, since it seems most of
         | the biggest hype these days are around remastering old titles
         | or bringing them back. Age of Empires, Warcraft 3, etc. (Of
         | course some how most of these companies seem to flub just
         | remastering an old game, but you know)
        
         | latexr wrote:
         | > I wonder if I'm alone in this
         | 
         | Magic: The Gathering1 alone has tens of millions of players2.
         | Plus all the other card games and board games (including
         | digital variants).
         | 
         | 1 https://en.wikipedia.org/wiki/Magic:_The_Gathering
         | 
         | 2 https://www.theguardian.com/technology/2015/jul/10/magic-
         | the...
        
       | paulryanrogers wrote:
       | So they took assets from an unreleased game and built on OpenRA.
       | Here's hoping they can implement the user created environments.
        
       | balaji1 wrote:
       | To the long list of keywords, it would have been nice to see
       | "web-based". When do we start seeing web-based games... open a
       | tab and start/continue playing.
        
       | ArtWomb wrote:
       | The innovative game mechanic seems to be the "supply lines"
       | conceit. Player builds the fort whilst defending the fort.
       | Environmental effects like lava flows and island formation using
       | advanced terrain height management could also add extra
       | volatility. It's like "onslaught mode" for the rts genre ;)
        
         | boredhedgehog wrote:
         | Innovative for 1993 perhaps, when the design was written.
        
       | amrb wrote:
       | Unreleased RTS game count me in!
        
         | bandrami wrote:
         | I was impressed that the game's "documentation" consists of a
         | very sparse description of its API
        
         | yogthos wrote:
         | https://github.com/OpenHV/OpenHV/releases
         | 
         | I also built it from source on my machine fine, and played a
         | few skirmishes.
        
       | memalign wrote:
       | In case you're wondering, that is the same art as Rusted Warfare
       | but a different engine:
       | 
       | https://github.com/OpenHV/OpenHV/wiki/FAQ#i-have-seen-those-...
        
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       (page generated 2023-03-10 23:02 UTC)