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@kristo729
@kristo729 23 күн бұрын
Can't wait to pay for this !
@peterc504
@peterc504 23 күн бұрын
can we please get a video of commanders fighting and some other cool stuff?
@volodymyr_budii
@volodymyr_budii 23 күн бұрын
Commanders are still in work. From what I remember, last time they were shown both EDA and Guard commanders didn't have their weapons set, only placeholder ones. Also neither of the 3 have their unique abilities yet.
@speed2cz
@speed2cz 23 күн бұрын
Yeah, commanders fighting is currently everything but cool :D So I'll show that once it looks better. I will be showing other stuff in the future streams, once I have time for them again.
@peterc504
@peterc504 23 күн бұрын
@@volodymyr_budii ahh i see...i cant wait to see that!!! The commanders in supcom were always my favorite part
@eldinmujovic8705
@eldinmujovic8705 24 күн бұрын
The music in the game is amazing.
@Jeff55369
@Jeff55369 28 күн бұрын
The map terrain looks amazing. I assume you have plans for this already, but it would be good to use different icon shapes for different types of units. Having the engineer and the combat units have that same pancake shape for the icon is a bit sucky.
@thanasisk
@thanasisk 28 күн бұрын
would be nice for strategic bombers to fly higher and make bombing runs :-)
@denOS__
@denOS__ Ай бұрын
This game needs way more publicy.. There is still a super active SupCom 1 Fanbase who to this day still plays tournaments/casual PVP.. I hope that Sanctuary goes nuts and becomes competitive
@04jeanpiero
@04jeanpiero Ай бұрын
Can we have air battlecarrier or similar for one faction?
@speed2cz
@speed2cz Ай бұрын
Something like that is planned
@04jeanpiero
@04jeanpiero Ай бұрын
@@speed2cz Great!! thanks for your response :)
@Leshocs1
@Leshocs1 Ай бұрын
Налеюсь, что откалибруют анимации больших юнитов, чтобы чувствовалась тяжесть.
@Leshocs1
@Leshocs1 Ай бұрын
Ждем всем FAF сообществом.
@Wisdomisgood448
@Wisdomisgood448 Ай бұрын
Any ETA at all when Kickstarter will start?
@speed2cz
@speed2cz Ай бұрын
No date yet, but soon™ Best if you follow us on the kickstarter and you'll get notified
@matthewreynolds2384
@matthewreynolds2384 Ай бұрын
Anyone who has played the classic SupCom is going to try this out soon - looks awesome!
@ian69williams
@ian69williams Ай бұрын
Wow this looks better than I had ever hoped for, nice work!!
@valeriedupont2103
@valeriedupont2103 Ай бұрын
WHERE ARE THE 10,000 UNITS PROMISED? I SEE ONE OR TWO 100s AT MOST!!!
@speed2cz
@speed2cz Ай бұрын
What you watch is a pre-alpha version that was made for showcase, where lot of the features were done quickly to look good and not be performant. That's why the survival mode Im playing doesn't have 10k units.
@volodymyr_budii
@volodymyr_budii Ай бұрын
There is only one plater in this video right, do you understand that one person can not possibly control even 5k units? Hell, i doubt that even for a 5x5 teams it is not gonna be a hard task to reach such limit.
@Erictraiven
@Erictraiven Ай бұрын
Why everything shot blue plasma, is that a placeholder too?
@speed2cz
@speed2cz Ай бұрын
As the game is currently in pre-alpha, a lot of the things are placeholders.
@Erictraiven
@Erictraiven Ай бұрын
Are those freezee explosion a placeholder? They don't looks right
@Erictraiven
@Erictraiven Ай бұрын
I like that you can not one shot a base like in BAR which is utterly stupid and lame
@Warfactory207
@Warfactory207 Ай бұрын
Finally a worthy Supreme Commander
@TakeOverOfficialOedipeGames
@TakeOverOfficialOedipeGames Ай бұрын
Wow the gameplay feels so smooth!!!
@shershe_s
@shershe_s Ай бұрын
Мне кажется, воздушным юнитам нужна коллизия, 1. чтобы они не накладывались друг на друга в одной точке 2. взрывы при столкновении с воздушными юнитами противников - это может быть и частью тактики или эпической неудачей при не правильном контроле юнитов.
@mobileplayers5008
@mobileplayers5008 Ай бұрын
Outdated craps
@volodymyr_budii
@volodymyr_budii Ай бұрын
Huh?
@sirobatista5520
@sirobatista5520 Ай бұрын
Can't wait to put my hands on the game 😱💕 Already on my wishlist
@benoxiid
@benoxiid Ай бұрын
Babe wake up ! It's Forged Alliance all over again !
@kckj4458
@kckj4458 Ай бұрын
Seems like an ambitious project, keep up the good work. With multi-core and now AI based cpus being the standard worth of consumer usage, taking on such a project should be fairly compensative compared to just single and multi-core values of supcom from back in the day. FAF in its own right has extended game progress in regards to developments in just an initial outtake, the idea of redefining what mods amount of or even consist on, seems to highlight that any projects of such developments should always present and offer progress for the genre.
@soulripper2992
@soulripper2992 Ай бұрын
i havent seen much info videos till know and got a question, is this model of the com the model we get ingame or is it just a holder for some later model?
@speed2cz
@speed2cz Ай бұрын
Its probably gonna look similar to what you can see now. There's still a lot of features missing for commanders.
@mikhailromanov1802
@mikhailromanov1802 Ай бұрын
Thank you for the video! Do units have a veteran system? Like Supreme Commander
@speed2cz
@speed2cz Ай бұрын
We will track kills but most likely won't increase HP and if we do, it's won't be insta boost.
@mikhailromanov1802
@mikhailromanov1802 Ай бұрын
@@speed2cz Thanks for the answer! This is very bad :( . It removes the need to save units and let them grow. In fact, it removes another dimension to the strategy. It’s strange that while accepting other SC:FA mechanics, you didn’t accept this one :(. Most people I know don’t care about this option. But for some, it’s critical.
@speed2cz
@speed2cz Ай бұрын
Well in FA this mechanic is relevant basically just for Exps and commanders, where it makes a huge difference. For all the other units, it basically doesn't matter
@volodymyr_budii
@volodymyr_budii Ай бұрын
@@mikhailromanov1802 It just doesn't make sense for this type of game. This is a large scale strategy with hundreds of units - even if you try to be careful with your units, you can't micro each unit out of a hundred in your army to take any use of this veterancy mechanics. You won't be able to track your high veterancy units in between all the new spam, and they will inevitably just die in big fights. As Speed 2 already said, this game mechanic is useless for anything but a commander, experimental, couple first units of t2/t3 and early raid units(in case with raid units, it is not even a reward for keeping them alive - this is straight up snowballing mechanic. A lot of times I had my first bomber from second factory kill multiple engineers, barely survive AA because of extra HP+regen from veterancy and go on killing 3-5 more engineers, even though he should have objectively died) . If you do a bad fight, you leave your enemy a lot of reclaime. It is already enough of a punishment to have a need to save units without enemy also snowballing unit power for free with veterancy. Besides, how can mindless machines even get veterancy? The only conscious being on the battlefield are commanders, and they are the only one that could learn anything from battles, and even then, how can it make their armor better, regeneration stronger, and/or weapons becoming better?
@dmitrijolejnitsch3313
@dmitrijolejnitsch3313 Ай бұрын
For surviving game mode need to add an option to able setup custom timings between waves and of course for the 1st wave also to have custom attack time offset. I would rather to make turret defences more usefull so that T1 turret able to handle T2 units, the T2 turret able to fight T3 units, so the T3 turret can hive some hard time to T4 units. And on my vision the T4 level should be the Super Heavy weapons, units and buildings - and T5 pure Experimental.
@volodymyr_budii
@volodymyr_budii Ай бұрын
T5 is just a tier to separate end gamers from experimentals. Supcom had endgamers(Mavor, Paragon, etc), but they were still lister as experimentals. Also, I am not sure making pds this strong is any hood idea. Imagine getting next tier of units much earlier than your opponent for it to just be stopped by a basic t1 pd. There has to be a fine balance between efficency of aggressive and turtling style, and pushing it further into turtling us gonna likely make game more boring and stale. Turret balance like in FAF is ok/good in my opinion.
@alexeysmirnov5483
@alexeysmirnov5483 Ай бұрын
As i see, there's no eco balance work done? t2 pgen=1000 alloy and +200energy, when t3 pgen=5000alloy and just +1000energy, so thats don't have discount in alloy, just lineral scale progression.
@speed2cz
@speed2cz Ай бұрын
For now it's intentional. The bonus is better adjacency and better space efficiency.
@user-ev8jy5ch7b
@user-ev8jy5ch7b Ай бұрын
Good job!
@ZazeH
@ZazeH Ай бұрын
really enjoying the progression so far: Just 2 minor things: Will exps get death animations? Atm they just stand there in the way and explode (Do they have a hitbox?) And the t4 with 6 legs kinda slides while walking still. Looks a bit odd But i absolutely love the effects! But would really recommend changing the colors of some weapons, different factions should have different laser or projectile color. And maybe for the commander: adding sounds "commander under attack" with a cool down, because the acu is gonna be probably a big part especially in pve. I wasnt not so hyped for this game, but this stream changed it. It has the potential to become a big game with a way bigger community for pvp events
@speed2cz
@speed2cz Ай бұрын
Yes, most of the units will get death animations, rn we have only basic walk animations (those will be improved as well) Factions have their own specific weapons and colour ranges, but currently when you play survival it spawn units of all factions, since we don't have that many units working yet. Thats why you can see a mix of everything.
@ZazeH
@ZazeH Ай бұрын
@@speed2cz Im really glad to hear that... Also a thing that i heard from a lot of experienced faf players: Will the UI change color and positioning wise? I know, ui is probably the last stuff u guys will improve, because its not as important at first. But it really looks a bit off and "one-coloured" its hard to tell ur ressources compared to the faf energy and massbar (simply because of the color diversity and position on the screen) Ty for the work so far guys. Cant wait to play it
@speed2cz
@speed2cz Ай бұрын
I think the biggest factor with the eco panel is that ppl from FAF are used to their panel at their position. Thats like 90% of the issue. Once you get used to Sanctuary one, and that happens quickly when you play the game, most of the issues go away. Else, as the rest of the UI, it will be improved later as it does it's job right now.
@peterc504
@peterc504 Ай бұрын
This is looking cooler and cooler but i want to see sum acu action
@speed2cz
@speed2cz Ай бұрын
That will have to come later, commander now have just basic weapons, and most of them are just temporary. So once we improve that and add some upgrades we will show more action
@alexeysmirnov5483
@alexeysmirnov5483 Ай бұрын
That's nice, i hope this game will have all supcom gameplay mechanics. world just need fresh supcom like game, by New engine technology, with a little changes
@peterc504
@peterc504 Ай бұрын
@@speed2cz OK great. I just love using the commander as a weapon.. bc that's what he was intended to be.. Can't wait to see all the cool upgrades and idea they plan to do with the commander in this game!!
@athenbook1773
@athenbook1773 Ай бұрын
🎉
@SeanMirrsen
@SeanMirrsen Ай бұрын
It seems that yet another game among those inspired by SupCom, gets the same little things wrong that SupCom did compared to TA. It has all the wonder and grandeur, the size and scale, but fails to answer the same little question. "Why do you have graphics?" Well to look good, obviously - but then, do you want it to look good only when it's paused? Or in screenshots? Or otherwise when not playing it? If not, then why do you make it all look so lifeless in motion? Why do tanks only have "stop" and "go", and thank goodness they actually have a turning rate, but even with that the game makes a squadron of armored vehicles move like Age of Empires 2 cavalry. It's all perfect trajectories, smooth motion from A to B at a constant speed. Perfectly controllable, and perfectly lifeless. If a game from 1997 could make a bunch of tanks firing on the move _look_ like a bunch of tanks firing on the move, why do modern games insist on having that primitive pegs-on-a-playing-field feel to them?
@nERVEcenter117
@nERVEcenter117 Ай бұрын
I quite like the lower-left UI panel, but the resource panel in the lower right really needs some work. It could be a lot simpler and more obvious, right now it's just number vomit.
@ltd7222
@ltd7222 Ай бұрын
Your band still playing?
@speed2cz
@speed2cz Ай бұрын
Yes, here's our latest song kzbin.info/www/bejne/lZyqnKKom56Af5Y
@Wintermist-SWE
@Wintermist-SWE Ай бұрын
I neeeeeed it!
@norgate880
@norgate880 Ай бұрын
Loving the look of this so far. I wonder if the formations could be slightly adjusted so the 2nd row is offset and not directly behind the first?
@speed2cz
@speed2cz Ай бұрын
Formations will be adjusted a lot in the future, better spacing, spacing based on unit sizes, smarter unit placement based on their role, etc
@AkodoAkira1
@AkodoAkira1 Ай бұрын
20 minutes in and you haven't said anything useful. Even leaving aside the wasted space of the loading screens, I know nothing of the game and basically less than nothing after you started. You should be explaining what is happening, what the premise is, what the units and buildings are, what the goal is...
@speed2cz
@speed2cz Ай бұрын
Hi, those are valid points, but it would be fitting more for an edited video about Sanctuary. This livestream was more of a QA session with the community who already knows the basic. So showing what we have right now, while answering questions. In the future streams I'll be focusing more about explaining different features, things and plans as well.
@happy14945
@happy14945 Ай бұрын
It's really comming together slowly now!
@badwolfkorko1153
@badwolfkorko1153 Ай бұрын
I didn't watch the whole 2 hour stream as it is only survival and personally not a big fan of watching others play games,so the first 2 maps were enough to form an opinion although incomplete i would say as im sure there is much more than survival and ground units. So imo it looks like a reskin of zero-k tbh(not gonna mention other titles since i haven't played any similar games for quite some years now and zero-k is free to play). The icons of units and buildings are basically the same just a bit mixed up. The attack range circles/building range are the same. The economy is also a 1-1 copy paste,you could say its the genre that follows this pattern but its not carved in stone. You start with an upgradeable commander/builder/fighter/hero whatever you wanna call it(its fine i guess but already done from quite a few games already). I can just guess that building economy buildings next to your factories make the unit production costs lower or just speeds up production.I noticed there is reclaim destroyed units which a lot of similar titles encourage but is always optional and never required so again nothing new there. Units gunfire feels exactly like zero-k and most likely other titles of the same genre. Shields fall in the same hole sadly(i would love to see different types of shields for once,frontal shields is just an example to encourage flanking tactics and change the gameplay a bit or specialized shields that will stop only laser/plasma/energy but not shells/bullets etc or going the complete opposite direction and have units that can penetrate shields). What about walls to hinder enemy movements or protect from direct gunfire but not artillery. Not sure if there are stealth units or melee,if not melee bigger units crashing smaller units for example that big mech? thing at 49:50 charging and smashing smaller units in its path,btw the explosion is dope. I didnt see any superweapons or super units(not sure if the big mech i mentioned is a super unit or not) idk if they are in wip still but they could be what makes this game different from the rest,i did notice in the comments people talking about a weather control system,dyson spheres and something about mirrors but i have no clue whether those are superweapons or something else. On the weather control thing i want to ask if there is enviromental damage of some sort or perhaps a way to interact with the enviroment? Like for example in the first map,you are building your base on top of a frozen lake/river,if i were to drop a big bomb or something similar and destroy the ice so ground units cant pass throught there sort of thing. The artstyle and graphics are nothing new,not bad but not wow either just alright. The main menu and ui are the only clear differences i see here. Overall what im trying to say is,there is nothing new to experience,it has all already be done and not just once. Just a mod is enough to change skins on any other title and have the same result,maybe download some extra new maps to spice things up. I would love to see more of the other aspects of the game such as campaign missions,skirmish(1vs1 etc and to be more specific against A.I.),not sure if you have other gamemodes such as coop but that would be a plus and finally endgame stuff as mentioned above superweapons,units etc. Again this is my opinion based on 1:30 hour of gameplay that i watched
@volodymyr_budii
@volodymyr_budii Ай бұрын
Sanctuary is heavily inspired by supreme commander FA(FAF community mod closer to be), not Zero-k( devs said a couple of times that they will not add AI unit behaviour like in Zero-k) I doubt those shields shenanings with directive shields or being good only against some type of weapons is any good( like, EDA almost never/never use lazers, most of Chosen weapons are plasma, etc). This is just gonna be too annoying to manage in Sanctuary, which is gonna be much bigger in scale than Zero-K. Units that penetrate shields or overall anti-shield weapons are a bad idea, because the core feature about one faction is all their units having shields and relying quite a lot on them. Stealth(in meaning of invisibility to radars) is gonna be a thing, but only EDA are gonna have mobile/personal options. Other 2 factions will only have static building that gives stealth around it. Melee damage from experimental units is gonna be a thing, but only true melee damage is gonna be T4 EDA Harvester/Mobile factory with giant shredder in front. Weather control system would allow you to freeze/unfreez water and maybe some other options. I guess how much is gonna depend on success of their upcoming kickstarter. Dyson sphere - the game is set on Dyson sphere in our solar system in 28th century, 3 factions are fighting over it after some some stuff, and with certain super weapons you can break the very ground below you and drop your enemy's army/base into the sun. Mirrors are in space to redirect light that is comming out of the sphere back on its surface, since living and fighting is on the outside of it. "Just a mod is enough to change skins on any other title and have the same result,maybe download some extra new maps to spice things up." No, it isn't. There are plenty of people who like playing supreme commander (Not BAR or Zero-k), and the issue is that Supreme commanders suffers hard from its very old and inefficient game engine. The community needs a new game that fixes this issue. "there is nothing new to experience" yes, because this is pre-aplha. Devs are only slowly finishing job on the very basics of the game. You can't be adding cool new unique stuff when the core of it is not working, and the core of it is obviously gonna look similar to other games of this genre. If you want more details, go into their discord server and look around. They have tons of unique features planned that I am not gonna write down here
@shershe_s
@shershe_s Ай бұрын
Z- Zoomer
@kingfisher1638
@kingfisher1638 Ай бұрын
looks beautiful but looks and map features aren't enough. The gameplay better be on par or superior to Supcom and Bar in both depth and control. Without that this project is doomed to be another planetary annihilation.
@arhonvalran1551
@arhonvalran1551 Ай бұрын
New Supreme Commander?
@bastimoot
@bastimoot Ай бұрын
What would you say are the biggest differences from this to "Beyond All Reason"?
@speed2cz
@speed2cz Ай бұрын
In short it would be that BAR is more inspired by TA, while Sanctuary is inspired by SupCom. Scale is larger, graphics is more realistic instead of stylized. And then the new features like breaking the map or changing weather.
@kingfisher1638
@kingfisher1638 Ай бұрын
@speed2cz The specific question that comes to mind is how much control scheme inspiration are you taking from BAR? Will there be line formation drawing? As for unit diversity, the roster better be as rich or richer than BAR. I don't want to play another planetary annihilation like dumbed down version of total annihilation with map gimmicks.
@speed2cz
@speed2cz Ай бұрын
@@kingfisher1638 I dont know BAR that well, with the control we're taking inspiration from more games. What you can see in the game right now is just a quick first implementation.
@kingfisher1638
@kingfisher1638 Ай бұрын
@speed2cz I understand the current state of the game, my problem is with the vision for the final product. You should honestly become more familiar with the control scheme that BAR offers. I have barely played supcom since switching to BAR because the controls are so superior. Also the unit variety and roles in BAR offer more than supcom. Graphics and map features are nice, but they do not make the game. Unit variety and controls do.
@volodymyr_budii
@volodymyr_budii Ай бұрын
​@kingfisher1638 from my experience, I am not sure it us exactly possible to get as much unit variety as BAR, because the game is much bigger in scale, and you just won't have time to manage both it and huge unit variety, at least not into 1 faction. When I was asking about units on official BAR Discord, some people have said that many units are noob traps. I would rather have less, but unique units than tons of units that do very similar jobs( like you have same raid + AA + anti-heavy + anti-swarm +artillery etc multiplied by 3 for hover/vehicle/bot factories.
@mleko23
@mleko23 Ай бұрын
I am sorry, but this looks like BAR, nothing special...
@peterfrancis7082
@peterfrancis7082 Ай бұрын
Oh you mean an RTS with mechs ? lol.. so does that mean Supcom, Zero-K etc all look like BAR ? Take your blinkers off and open up your eyes!!
@mleko23
@mleko23 Ай бұрын
@@peterfrancis7082 yeap, exactly, looks the same. And btw all these titles... why RTS is "back"? It didn't go anywhere
@warpup7778
@warpup7778 Ай бұрын
For the lobe of God please make it easier to micro because there's so much to focus on
@piticvictor2878
@piticvictor2878 Ай бұрын
this is getting better and better! GGs
@peterc504
@peterc504 Ай бұрын
I want to see land mines and even under water mines. Only detectable by mobile solar station. I know these were in planetary annihilation but not Supreme commander ;(
@OlivierSimpleLife
@OlivierSimpleLife Ай бұрын
It's getting better and better, good job.
@YetAnotherPilot
@YetAnotherPilot Ай бұрын
Thanks for streaming this game! I've played TA, Supcom 1& 2 and PA,. I have a suggestion, Instead when clicking on a factory, pop up the units it can build right under the mouse cursor. There is a lot of mouse movement, from clicking on factory, and then to lower left to add units or changing queues. Many other elements can probably be moved to 'where the cursor is now'. This idea is basically like a right click menu in windowing systems, or the 'quick access' menus from maya, houdini, and so on.
@DartNoobo
@DartNoobo Ай бұрын
I think it can be a radial menu as well? Your idea sounds great, actually
@__mart__-xk8kk
@__mart__-xk8kk Ай бұрын
Похожа на Planetary Annihilation: TITANS
@fantasypvp
@fantasypvp Ай бұрын
That's because it's heavily inspired by a game by the same team as the game that inspired planetary anihiliation
@volodymyr_budii
@volodymyr_budii Ай бұрын
​@@fantasypvp No, none of the devs of Sanctuary worked on either TA or supreme commander, but many of them were modders for supcom FAF
@inversepie6512
@inversepie6512 Ай бұрын
I think the big robots could use a death animation... it's so odd that the wrecks stay standing
@speed2cz
@speed2cz Ай бұрын
@@inversepie6512 And they will have it in the future. All current animations are very basic