The main principles are the same: form, shape, tone, color, silhouette. What is the key difference between creating a retro-style 3D model and a model for games with modern graphics? It is a tug-of-war strategy game that combines the feel of classic Comand & Conquer titles with the indirect control mechanics of the Nexus Wars map for StarCraft II.Warpips is one of them, which eventually turned into a standalone game published by Daedalic Entertainment.They all have full-time jobs at the studio behind Subnautica and Moonbreaker, but spend their spare time working on some side projects together.Skirmish Mode is a small indie team made up of four Unknown Worlds Entertainment developers, including level designer Kiel McDonald and artist Liam Tart.Local MP would probably work though, I'll agree on Peer-to-peer networking tends to be more difficult than having an independent authorative system in the long run. Moot point anyway, we don't know the internals (and probably won't) and while it's fun musing about it, depending on the structure and difficulty of replication, yes, you might look at a few months of development time that could be spent on something else. The in-combat behavior is probably deterministic, yes, but the movement and choice where to move and what path to take seems to at least be fuzzy behavior. I don't think it's a "done in a week" thing, but a couple of months at most isn't unrealistic, and possibly an over estimate. As long as the AI is deterministic (which it appears to be), you're basically just replacing the bot side with the same controls as the player side and communicating the troops you're dropping each wave to the opponent. Originally posted by Feynt:As a developer and game designer, and looking at the gameplay, I can definitively say that adding PvP would not be difficult.
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