Abstractanks is a minimalist real-time strategy game with an abstract theme. It trades traditional base-building, resource management, campaigns and multiple unit types for fast-paced skirmishes and intense multiplayer matches with up to 4 players, where map-control, positioning, decision making and a little bit of luck is rewarded. There is only one unit type, however, these units can be put into different stances with different strengths and weaknesses. Randomly spawned power ups can be collected to unleash devastating effects and turn the tide of battle.
I hope the new AI is more fun generally, but it is not quite finished either. But I did not want to delay the update further while tinkering on it. There's also a slightly updated quick game menu, which you can see in the sceenshot. In addition to the previous random map selection, you can also choose the map manually now. Graphically, I've added MSAA support, which seemed like a small addition at first, but actually showed a problem where all the fonts would be blurry on some hardware and not on others. But I got that sorted out, so here's the update.
For the next version, I'm looking to fine tune the graphics a but, to make some gameplay mechanics more apparent. I'll also be looking into gameplay changes again, and maybe add a super secret but super cool replayability feature.
As always, any feedback is welcome!
The second release version of the alpha has just gone live. This version includes difficulty modes, a new announcer and many small tweaks and fixes.
I'm excited to announce that the first release of the abstractanks alpha version is coming up very soon.
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I like the look of this game, the minimalistic look kind of like Harvest Massive Encounter is.
At the moment I'm bad at this game =) I am being overwhelmed constantly=) But no regrets for buying it.
Is it real-time strategy or real-time tactics though?
Oh boy, and here's me trying to make the AI smarter&harder, when I should be making it more accessible. Do you mind telling me how exactly the AI gets you? You did try the lower difficulty settings, didn't you? It should be so that the AI doesn't even really try to win in the lowest setting. But that might have been broken in the last release...
I'd still call it strategy, since it is so "swarmy" and hence there's still some kind of scale to it, even if it can be really fast paced sometimes.
Hey, I played some more, I'm better now =) I must have been playing on higher difficulty.
I find some difficulty taking power-ups (or what do you call it).
I still really like the clean look of the game, said that before...
Map editor would be cool, as in any other game.
And tower defense mode! since I'm flying with ideas, Even as I look at the first video frame I think it would have potential as a tower defense game too, I know there's lots of them, but Abstractanks looks right.
Hey! Thanks for the comments! That helps a lot. I'm currently upgrading my internal editor a lot, so I might actually release that with the game (unsupported though). I'm also adding new game modes and power-up types. A capture&hold mode is almost done and I should be able to push a release of that within the next days. After that, I was going to make an assault mode - I think that fits a lot better than tower defense in the strict sense. But let's see how that plays..
Sorry for the delay on the new version, guys. I'm currently almost completely rewriting the bots, to make them more challenging and less predictable, bot also more fun for the lower difficulties. Turns out this is not really that easy for RTS games, even for simplified ones like Abstractanks. Stay tuned, I should have something soon.
Also, I will have official support for MSAA!
Any plans for a Linux port?
Nothing planned for now, but I like the process of porting and I like to believe the code is reasonably portable already. It likely won't happen very soon though, since I'm just one guy :) I'll look at it once the game is out of alpha and beta!
I really discourage developers from devoting time to Linux porting. Generally, Linux isn't a gaming platform (and sadly). Anyone that games has no choice but to run Windows. Until the time arrives where Linux is more mainstream it's really not wise for anyone to spend time developing on it.
Actually, I think it's the other way round. If devs port games to linux, linux users have less reasons to choose Window, thus making Linux a bit more mainstream.
It's a double edge sword. Linux isn't a viable gaming platform because few develop on it, and few develop on it because it isn't recognized as a mainstream gaming platform.
Steam conversion to Linux is a nice change. However until all of the big developers start doing it then nothing much will change.. When Battlefield 4, Dishonored, and Bioshock type stuff hits Linux - then you know it is mainstream.
Another issue - I have 300 games on Windows. Until they become totally obsolete over a long duration of time, I won't be able to run Linux Distros. I'm not dumping 300 games. My friend switched to Mac, and in the process lost 90% of his game library, and most of the new releases. Not a good situation.
The only thing linux needs is proper graphic drivers, you can't really expect someone to even tro to port something like bf4 on linux with the current drivers :D