@Southers15

Lead dev on WWII RTS Field of Command. Ex C++ Engineer & Unreal Engine dev.

Joined June 2019
Sometimes it’s real nice to just kickback and watch! ☕️ Field of Command has a delegate command function, so you can leave your lieutenants and officers to fight their own battles, all whilst you deal with the priorities of leadership…. In my case that’s drinking tea and eating cake 🍰 😅 #rts #ww2 #indiedev #chill
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Going for a bit of a rebrand. Trying to work out if this character works as a hero for steam page, desktop icon, etc. Let me know what you think! 🤔 #indiedev #gamedev #design #ww2
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Finally sat down and recorded myself playing the game and talking through what I’m hoping to achieve. Full video below 👇 youtu.be/VNc_kRgA7RA?is=H-gC… via @YouTube
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It was quite funny actually. Took me three takes because I kept running into new bugs which I decided I couldn’t live with being in the vid. Turns out recording yourself playing actually helps progress the game… 😅
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As part of the UI overhaul for Field of Command we are looking at a new strategic map & minimap design. This is the latest concept art from one of the new maps... 👀 #ww2 #rts #gamedev
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For comparison, here is the existing / old design. It needs a lot of work to get to our target!
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I’ve scaled up the collision and nav test to 10k units and completely randomised it for every grouping. Units now collide better with each other and can react to changing and damaged levels too. At the same time we managed to find a 22% saving in FPS. I’m calling that a success ✅ #unrealengine #gamedev #rts
Managed to get collisions and nav working too. Appreciate it looks basic but this is a big milestone for the testing I’m doing using Mass in Unreal Engine. I think it proves it’s all possible and way way more performant! #unrealengine #indiedev #rts
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I’m currently getting over 200 FPS on a single worker thread with this simulation. I did try to run 100k units just for fun and it tanked down to 30 FPS so thinking with rendering snd everything layered on we will probably aim for a hard cap of 20k units per battle. Let’s see!
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Managed to get collisions and nav working too. Appreciate it looks basic but this is a big milestone for the testing I’m doing using Mass in Unreal Engine. I think it proves it’s all possible and way way more performant! #unrealengine #indiedev #rts
Okay, so I’ve managed to expand the test successfully to 10,000 units simulated on screen at once, all inside Unreal Engine. All moving, shooting, suppressing, taking damage and tracking health. Frame cost is <5ms so that’s about 200 FPS. Not bad! #unrealengine #indedev #rts
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Okay, so I’ve managed to expand the test successfully to 10,000 units simulated on screen at once, all inside Unreal Engine. All moving, shooting, suppressing, taking damage and tracking health. Frame cost is <5ms so that’s about 200 FPS. Not bad! #unrealengine #indedev #rts
The first technical sim running Field of Command inside Unreal Engine. It shows an ECS sim for movement, spotting, fire, suppression and casualties on 100 units. No measurable effect on frame rate. Full results below 👇 #gamedev #UnrealEngine
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Next up I’ll test 100k then see where we get with collisions and nav. Those have been the sticking points with BitECS I want to overcome with Mass!
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The first technical sim running Field of Command inside Unreal Engine. It shows an ECS sim for movement, spotting, fire, suppression and casualties on 100 units. No measurable effect on frame rate. Full results below 👇 #gamedev #UnrealEngine
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Field of Command started life as a browser game. I’m now experimenting with taking it properly desktop-first for Steam. Electron is the obvious route, but I’m also prototyping a move to Unreal Engine, which I’ve worked with before. A bit on why I’m considering it… 1/6
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Electron is the sensible option. I can keep the game largely as it is, package it properly for Windows and Steam, and continue improving the tech I already have. Unreal is the much bigger experiment: could I rebuild the game without losing what makes FoC work? 5/6
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That means keeping the data-driven approach: ECS, procedural maps and buildings, OOBs and systems defined from data rather than hand-building everything. Unreal gives me Mass, PCG and a much higher visual ceiling. So I’m prototyping both. I’ll let the results decide. 6/6
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I’m adding a series of training pamphlets to Field of Command. No. 1 teaches territory. There are three types, Vital Ground (your typical victory points) and then Supply Routes and Tactical Points (your resources). And there’s a twist. Read below👇 #ww2 #rts #indiedev
🤖 Made with AI
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What I love about this system compared to games like CoH is it really feels realistic and authentic. Armies don’t fight for territory with little flags dotted about and capture them. They fight for key territory that offers a real advantage, and can sometimes be denied (like a bridge).
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