I have more to share with you about Hyperwar's gameplay, one of the best looking indie RTS games in development using the Unreal Engine in 2024. Here are more than two dozen fresh updates for you, directly from its talented indie developer as well as a Steam store page at which you can finally wishlist this indie gem.
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Chapters
0:00 Hyperwar - Unreal Engine RTS
0:32 Newest features & gameplay
1:16 New damage models & effects
2:18 Relocating turrets & buildings
3:10 Changing unit’s attack area
4:10 New buildings
4:56 Walls building & removal
5:28 Setting up a skirmish match
5:56 Turn Fuel & Ammo off/on
7:24 Follow camera mode
7:47 3rd & 1st camera modes
8:06 Giving orders in every mode
8:53 Cinematic camera mode & settings
10:22 Vehicle factory & custom rally points
10:45 Pod/Support Cannon features
11:19 Resupplying units using pods
12:08 New Advanced pods
12:31 Recycle and Mine pods
13:45 Auto mode for Support Cannons
14:31 New UI & global camo settings
14:43 UI Unit markers & camera positions
15:07 Top UI bar and unit ques
15:43 Unit camo and profiles
16:14 Formations for units & combat
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Beyond a whole host of UI and camo changes, there are new buildings to show, new functions with walls, turrets, ammo and fuel, a brand new damage system for vehicle and turrets, a new cinematic camera and indirect control of vehicles from the first person perspective along with the now famous Pod or Support Gun gaining many new features. That is the massive stationary gun constructed in base which launches all sorts of supply and service barrels and boxes which can resupply units, recycle their wrecks, distribute mines, and a lot more I will show you later in the video.
As I mentioned in the intro, the unit damage system has had a rework, so now tank shells for example leave holes in armor when they hit. With this new feature we can finally visually track the fact that units which have reduced health also lose their accuracy. And this is what this test range is showcasing for you here.
If a unit’s health drops to critical, it starts to burn from the inside and example of which you can see here. The unit’s accuracy at that point drops another degree, meaning that microing units to the back and sending them for repair in Hyperwar is going to be a very important element of gameplay. Turrets are also impacted by this reduced accuracy as an effect of low health.
Turrets are a major part of base building and defenses in Hyperwar along with walls, and this update adds some simple but great features for them. Like the ability to relocate already constructed turrets at the press of a single key. The relocated turret does still have to spend some time in the construction phase at its new location, but it is a fantastic way to remodel your base defenses to fit its expansion. And speaking of buildings, you can use this feature on them too, and move entire buildings to a new location. Most of them at least, because the radar and main base can’t be relocated.
Another funcion of the turrets which I have never before seen is the ability for you as the player to manually edit the attack area of a turret. When you click on one it shows you a 360 degree area in which it can attack and you can reduce this angle down to whatever you want. Since turrets do friendly fire, this way you can create overlapping fields of fire which will avoid your buildings.
And because artillery units have the same type of range for their rockets and shells, you can use the same system to edit each individual unit's arc of fire, making sure they don’t fire back into friendly formations. Of course I do realize how micro intensive this looks and I will be the first one to send my feedback to the developer about finding a way to automate this process or at least use some sort of custom profiles for this.
Probably the most interesting and unique feature of Hyperwar is its Support cannon building. This is a huge gun which doesn’t fire shells but pods which have different effects on friendly and enemy units. There are now even more kinds of pods, starting with the regular health, ammo and fuel pods, but now expanded onto recycle, and mine pods. There are also the advanced versions of each, meaning higher utility for a higher price.
Music by Scott Buckley - released under CC-BY 4.0. www.scottbuckley.com.au
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