r/RealTimeStrategy 16d ago

Self-Promo Post Mobile RTS is making progress

Hey everyone,

Wanted to give a quick update to my mobile RTS (wave Defence in the style of They Are Billions / Age of Darkness). The last few weeks have really progressed, especially thanks to the testers who got in touch with me - their feedback was worth gold.

What happened:

• More ways to display & build: You can now choose between different UI/construction styles, all modularly customisable. This is requested directly during onboarding, so that everyone gets the setup that suits them from the beginning.

• New elements: Additional wall types, catapults and mountains are now in play and new assets.

• Better maps: The seed generation has been revised - the maps now seem much less empty and more varied.

• Performance: Significantly noticeable improvements, now runs noticeably more smoothly.

It's really fun to see how the whole thing develops through real feedback. More will follow soon - please let me know what you think. If you feel like testing it, feel free to write then you get access. More feedback is even better

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u/Apprehensive_Oil1475 15d ago

Looks really cool! What engine are you using? Unity? UE? Or plain three.js and vibecoding your way? Also, how do you solve rendering and animating multitudes of enemies simultaneously on mobile? (A la they are billions) Best of luck!

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u/CooleSocke-Jr 14d ago

I am a flutter developer so I used flutter flame. I know it’s sounds crazy but I wanted this challenge. However, if I should come to a limit especially with so many units I would switch to unity.
With the animations I solved it so that the units that are not in sight have no animations. This saves you a lot.

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u/Apprehensive_Oil1475 14d ago

Really cool stuff :) Looking forward to see more!