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Int-Battles (OLD)

rated 3.15 / 5 stars
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Strategy - Real-time (RTS)

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Credits & Info

Aug 29, 2010 | 3:07 PM EDT

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Author Comments

Go to /portal/view/573373 for the new game



Rated 3 / 5 stars

I nearly "walked out",too many variable

.. but then the LONG intro changed to the actual menu screen, it was finally revealed that it was a game, not an animation. Make it skippable otherwise impatient ppl will get out and rate low.

Ships pictures need to be cleared (white outline clearly visible; remove it)

Decimal values when i click on ships in "build" go in the several dozens after the ",".

Ships stat change when i click it.

What is the justification for "variable" ship stats? Doesnt it make calculation for A-S less efficient?

Ressource rate is variable, why? It isnt really required to be variable to work... and its going from 150 to 20 for no observable reason at all, so its bad because stuff chang e and we dont know why.

Would be nice to be able to upgrade plantes in a way or another.

Weapon systems on ships arent clear as to what their role is (anti-fighter? anti capital ship? anti-frigate?) bizzare names arent helpfull at all. Names should help us understand their "role"

Ship classes should have more distinct roles and pros/cons (look up games like homeworld or the webcomic Outsider for inspiration)

Too many variable value that are there for no good reason (cost, speed,ect, seriously make them a fixed value for simplicity)

Still, nice game you made here, interesting and good potential.

Palias responds:

Just to explain a few of your points

The price changes since I tried to write code to put the player off relying on a single type of ship. So when you buy it, other ships of its class lose expense, and the one you built inceases. You are right that numbers need to be rounded here.

Variable ship stats were originally made variable so that outcomes for battles were less predictable, when the game was in its simple stages. The AS is negligibly less efficient since the ship class constructers are only called when ships are built and the random math function isn't expensive. What I had to be careful on for efficiency was stuff happening every frame such as targetting algorithms and stuff that contained large loops.

Resource rate varies since the game would be too slow at beginning and too fast at the end. Essentially, the resource rate decays exponentially over time which I believe is a method used commonly among RTS games.

The properties of ships shown issome of the raw data which controls the ship subclasses. It gives the player an idea of the ship's advantages before purchasing a ship...


Rated 5 / 5 stars


This is brilliant and I love it. The intro is a little long and laggy, but the gameplay is superb. Well done!


Rated 4.5 / 5 stars

too long

too long of a intro and planats take too long to capture but other then that it is awsome

Palias responds:

The intro is too long, but this is a site for animations as well as games... think of this as both :P but anyway, I will add a skip button for the next version