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On The Western Front

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Asid:


January, 1915. The Race to the Sea is over. The Great War has just begun. You are the commander of a single division in the meat grinder that is the Western Front.


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Single-player


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Grand Strategy on a Small Scale
January, 1915. The Race to the Sea is over. The Great War has just begun. You are the commander of a single division in the meat grinder that is the Western Front. Lead your men over the top as you attempt to break the stalemate that is to claim the lives of millions over the course of years.

Are you ready to be a donkey and lead lions to their glorious deaths?



Mud and Blood
•   Command your men down to the platoon level. Build trenches, dig tunnels, set barbed wire, and more in a futile attempt to break through the enemy lines.
•   Make use of different unit types to solve the stalemate, from riflemen and machine gunners to engineers and tunnelling units.
•   Multiple shell types allow astute commanders to remain flexible. From gas shells to shrapnel, different situations call for different shells.
•   Weather and time of day will affect everything, including visibility, morale, and the structural integrity of your fortifications. Make sure to maintain them properly!



Noble Sacrifice
•   Earn Valour from your superior officers by sending your men to their deaths during full-scale offensives. Both inflicted and sustained casualties can be used to unlock upgrades - lessons learned through blood sacrifice.
•   Perform trench raids and capture enemy prisoners in order to capture intelligence.
•   Send pilots on reconnaissance missions in order scout the enemy lines and keep an eye on enemy activities.
•   If you can't break the enemy lines above ground, go underneath them and set mines that can be detonated at will.


























Asid:
Remembrance/Armistice Day Weekend Update
10 November - Aggroblakh

Hi all,

I've added a couple of new features this week!

Alternate Font



The Settings screen in the main menu now has the option of switching to an alternate font which I believe shows up better at lower resolutions. This can only be done on the main menu, because allowing it from the pause menu would be MUCH harder to implement. Let me know if the new font helps - I can always change it to something else if necessary.



Aircraft



I've now made it necessary to assign aircraft to individual pilots before sending them out on sorties. It's pretty basic at the moment. Once you get 1,000 Valour points, you can upgrade any of the aircraft to better models, which provide bonuses in combat against inferior enemy aircraft. You can also have pilots change planes if one becomes too damaged.

Let me know what you think of this feature. I'm not 100% sure how much detail should go into it, so I'd love the feedback.

Bugfixes:
•   In the process of tweaking the aerodrome, I noticed that new pilots weren't being generated. Now, at the beginning of each month, if the number of pilots and/or planes is too low, new ones are generated.
•   Pilot info now contains an icon to indicate whether they are Recon or Escort pilots.



•   Fixed bug in which scheduled orders for dugouts and blockhouses wasn't working.
•   Fixed bug in which Dry Weather Only scheduled orders wouldn't work a lot of the time.
•   Optimized pathfinding a bit, which should reduce some lag whne pathfinding over long distances.

Thanks for playing!

Asid:
On The Western Front Early Trailer

Asid:
Threads
20 NOVEMBER - AGGROBLAKH

Hi all,

Relatively minor update this week, as most of the work I've done is under the hood. I was hoping to include destructible terrain this week, but it's not quite ready to roll out yet. The reason I'm releasing an update anyways is because I've made a few changes to the way the game runs through each game tick.

Previously, the game timer would interrupt the game and cause issues with using the interface, as well as essentially locking up the game for a few milliseconds while it processed each game tick. Now I've moved things around in code so that the majority of the game tick runs in a separate thread. It seems like an obvious thing to include even before releasing in Early Access, but in my mind performance comes secondary to correctness ie. I was initially more concerned with making sure everything worked and was fun rather than how quickly it ran (as long as it was playable, of course).

Using the UI should now feel a lot more responsive even while the game timer is running, and I'm hoping things run a lot smoother in general. Let me know if you run into any issues - if any of you have done programming yourselves, you'll probably be more than aware that multi-threaded/concurrent programming occupies its own special place in Hell. Nevertheless, I'm hoping this improves the game experience for a lot of you.

Bugfixes/Changes:
•   Made game tick concurrent.
•   Prevented the HQ and Aerodrome from refreshing every game tick, which should make those screens more easily useable while the game timer is running.
•   Added the ability to use the WASD keys to scroll.
•   Reduced the number of subscreen refreshes, which should make things less "choppy"
•   Drag-selecting entire groups of units and issuing orders to them will now ignore HQ units if HQ units are unable to perform those orders (build orders, wiring, etc)
•   Selecting HQ units will now highlight their subordinate units as well.



•   Added weapon names in the Order of Battle subscreen.
•   Updated the tutorials so that they are no longer broken versions of the main map. This also means that the bug in which the map toggles in the upper right corner of the screen now work in the tutorials.
•   Changed the game icon to something other than the default Godot icon.

Soon to Come:
•   Destructible Terrain - I have one house type completed, as well as the underlying logic for any type of terrain in general. I probably won't release this feature until I have at least a few different building types, otherwise it's going to look really weird.
•   The ability to schedule attack orders using the Scheduled Order screen.
•   A Retreat button once you send units over the top.
•   Better UI for managing subordinates/superiors. Right now it takes several clicks to, say, select a company within a brigade, and then to select all platoons in that company. I'm probably just going to steal the interface from HOI3, but it will take me a few days to implement, and I wanted to get an update out today.
•   Artillery gun-pits. Some of you have suggested this, but until now I couldn't think of a gameplay-related reason to include them. Since artillery can't enter blockhouses, I'm thinking these will basically be blockhouses for artillery. They take longer to build, and it takes artillery units a long time to settle into them or leave them. However, artillery will be protected from counterbattery fire and aerial observation (signals units can still spot them, though). Let me know if this sounds good!

Thanks for playing!

zakblood:
not so sure what to say or make of this one, icons for the NATO symbols far too small imo, no idea on losses, advance seems to be piecemeal with no attacks against it going in, with no casualties or attacks / tracers shown going either way, regrading bullets, dead dropping, shells / smoke etc etc shown, it looks like a parade and not a march into no mans land, it losses the feel of the time, and needs a lot more added before the likes of me would even go near it i'm sorry to say, look more like a 1980 space invaders game, and i'm really sorry to be so negative on this one, but only commenting on what's shown on the video, and in the end, it's my impression and opinion only, for what it's worth

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