[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)