RTS is Back! Surviving with all factions - Sanctuary: Shattered Sun - Dev Stream

  Рет қаралды 5,802

speed2

speed2

17 күн бұрын

Sanctuary: Shattered Sun Dev Stream
You can look forward for some survival fun with Chosen and Guard accompanied by my commentary and dev insights!
Sanctuary: Shattered Sun is an RTS currently in development
Steam: store.steampowered.com/app/16...
Kickstarter: www.kickstarter.com/projects/...
Website: www.sanctuaryshatteredsun.com/
Patreon: / sanctuaryshat. .
Discord: / discord
Community: shatteredsunrts.com
Facebook: / sanctuarysha. .
Reddit: / sanctuarysha. .
Instagram: / sanctuarysh. .
Twitch: / sanctuaryshatte. .
VK: sanctuaryshatteredsun
Twitter: / sanctuaryrts

Пікірлер: 17
@YetAnotherPilot
@YetAnotherPilot 15 күн 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 14 күн бұрын
I think it can be a radial menu as well? Your idea sounds great, actually
@OlivierSimpleLife
@OlivierSimpleLife 15 күн бұрын
It's getting better and better, good job.
@athenbook1773
@athenbook1773 12 күн бұрын
🎉
@nERVEcenter117
@nERVEcenter117 12 күн 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.
@mikhailromanov1802
@mikhailromanov1802 11 күн бұрын
Thank you for the video! Do units have a veteran system? Like Supreme Commander
@speed2cz
@speed2cz 10 күн 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 10 күн 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 9 күн 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 9 күн 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?
@badwolfkorko1153
@badwolfkorko1153 14 күн 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 13 күн 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
@shaak_s
@shaak_s 8 күн бұрын
Z- Zoomer
@dmitrijolejnitsch3313
@dmitrijolejnitsch3313 11 күн 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 10 күн 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.
@mobileplayers5008
@mobileplayers5008 9 күн бұрын
Outdated craps
@volodymyr_budii
@volodymyr_budii 8 күн бұрын
Huh?
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