On the Roadside is a turn-based strategy game in which you take control of a squad of mercenaries fighting for survival in a world shaped by unknown forces.
Please note that this is still an early WIP!
Key Features:
Turn-Based Combat: Combat in On The Roadside is taken in turns.
Deep Combat Mechanics: Accuracy is simulated for each projectile and doesn't rely on simple "chance-to-hit calculations". Projectiles can penetrate and perforate objects based on their energy levels.
Medical System: Characters aren't just walking hit points, but are actually modeled using graphs that simulate actual body parts.
Destructible Maps: Currently the map features destructible objects like windows, fences, and doors. Over time more tiles and objects will be implemented.
ASCII-Graphics: Abstract representation through ASCII tiles combined with smooth animations and particles.
Planned Features:
Base Building: Improve your home base as you continue to explore the zone and try to find out what happened.
Persistent Soldiers: Your team will gain experience, suffer from injuries and follow you from mission to mission. You will learn to love your veterans and try to save the rookies who are eager to prove themselves in combat.
More more more ...: The game is far from a full release and a lot of things will change during the development - so stay tuned!
Downloading the .love file from itch.io, at least on windows, gives a normal zip file. One has to make the love by him/herself or have an editor capable of running main.lua, such as Zerobrane. This is far from ideal for casual players.
Zireael wrote:Downloading the .love file from itch.io, at least on windows, gives a normal zip file. One has to make the love by him/herself or have an editor capable of running main.lua, such as Zerobrane. This is far from ideal for casual players.
That's because I am using itch.io's Butler to auto-deploy new versions. I guess I could simply pack the .love into the .zip file.
skyHights wrote:awww, it's like a cute dwarf fortress.
Hehe maybe because I am (currently) using a tileset which was originally made for DF
raidho36 wrote:Except with ayyliums and rifles.
No aliens! The setting is more like S.T.A.L.K.E.R. and the Metro series ... at least that's what I've planned
kikito wrote:This looks a lot like x@com, which I like. Will it be open source?
Thanks a lot for the kind words I started working on OTR before I found out about Cogmind and X@Com, but their art style definitely was a big inspiration!
It is open source already.
NOTE: As of 12th Feb 2017 I moved the code to a private repo. This doesn't mean I won't open source it in the future, but currently I'm feeling more comfortable developing in private.
Last edited by rmcode on Thu Feb 23, 2017 10:50 pm, edited 2 times in total.
# Version 0.3.0.564 - 2016-11-10
## Additions
- Added keybinding which toggles fullscreen
- Added keybinding for quitting the game
- Added a translation system
- Added crate world objects which act as item containers
- Ammo is spawned randomly in these crates when the game starts
- Characters can open and interact with the container's inventory by using the "interact" mode
- Added inventory screen for swapping items between friendly characters
- Added weight attributes for items
- Added volume attributes for items
- Added weight and volume limitation for inventory containers
- Inventory lists show the current weight and the weight limit
- Added stackable items
- Items in stacks can be moved one-by-one or as as the whole stack
- Stacks can be split in half
- Stacks can be merged
- Added functionality to allow arbitrary item sorting in the inventory
- Added a maximum range for weapons
- Added line-of-sight overlay for grenades
- Added a cone overlay representing the maximum angle at which a projectile can divert from its intended target
- Added a small version info overlay
- Added a quick-help screen
## Removals
- Removed a bunch items until the item and inventory system is a bit more stable
## Fixes
- Fixed serialization and loading of openable world objects
- Fixed unequippable items vanishing when trying to equip them
- Fixed crash when trying to switch firing modes without a weapon equipped
- Fixed grenades being removed upon explosion instead of being thrown
- Fixed crash when a character tries to attack its own tile
- Fixed crash with dropping a character's inventory on death
## Other Changes
- The game starts in fullscreen now by default
- The mouse scrolling stops if the mouse cursor leaves the game's window
- Increased the size of the mouse scrolling area
- Renamed "Police Baton" to "Tonfa"
- Ammunition is now handled on a single-round level instead of using magazines
- Pathfinding now uses the more appropriate Chebyshev distance as an heuristic
- Updated spawnpoints for player's characters
## Additions
- Added damage types for weapons: currently doesn't have effects on gameplay yet
- Added keybinding for deleting the save file
## Fixes
- Prevent interaction with world objects if character isn't adjacent to them
## Other Changes
- Improved help screen
- Characters rearm with throwing weapons after using them