r/Kingdom 8d ago

Discussion Need serious discussion guys, gather here...

(pls guys open this post and see demo)

guys I need ur suggestions, recommendations or anything u can contribute for the development of this game.
so, today I made a post about a Kingdom inspired game I’ve been cooking.

context: https://www.reddit.com/r/Kingdom/s/aQAXZbaSUr

got some good feedback there, especially about player count, teamwork, griefing, logistics etc. those are valid problems, but most of them are problems for the later versions of the game, not what im trying to build rn.

the peak version of this game is definitely ambitious as hell, but im not expecting to build that overnight. we need the game, players and community to grow together.

so ive divided development into roughly 3-5 seasons/phases, and rn im only focusing on Season 1.

Season 1 — basically prove the battles are fun

S1 is the foundation.

stuff like:

  • solo battles
  • AI enemies, and PvP later if enough people are playing
  • infantry, cavalry, spearmen, archers etc
  • swords, spears, shields, arrows
  • formations
  • terrain
  • morale / troops routing
  • flanking and positioning
  • commanders physically being on the battlefield
  • basic army controls

if this part isn't fun then there is literally no point building Great Generals, kingdoms, politics and all the crazy stuff later 😭

what ive made in the prototype rn

its still VERY early and ugly, basically programmer art, but rn I already have:

unit selection + army movement

gotta do work with cav formations

formations: block, battle line, march column, wedge, shield wall and loose/skirmish formation.

you can also drag out a battle line and choose what direction the troops face instead of just clicking somewhere.

select the square

currently testing infantry, spearmen, cavalry and Captains.

cavalry charges hit harder, spears are dangerous against cavalry, attacking from behind matters, units collide instead of walking through each other etc.

there's also basic enemy AI, casualties, morale and routing. if an army gets destroyed badly enough, the remaining soldiers can actually break and run instead of fighting until the last dude.

none of this is final btw. im mainly throwing mechanics together rn to see what actually feels good before polishing anything.

there are usually like 5 possible solutions to every multiplayer problem people bring up, so I'd rather actually test the foundation first instead of pretending ive already solved a game that doesn't exist yet.

also keep sending criticism / game recommendations / ideas. some of the comments on the first post genuinely made me rethink parts of the design.

I need ur help guys... give me map designs, terrain , soldier designs and source, images reference whatever is fine. or adding or reducing any mechanism u think we (dont) need. or any kind of suggestion is welcomed, just contribute and help me and leave the rest to me.

10 Upvotes

16 comments sorted by

2

u/Wrong_Inspector3931 Haku Ki 8d ago

I suggest an edit tool for creating your own formatioms, also to keep it more realistic I suggest not giving any bonus to the formations, making the pros and cons of each one being literally how the soldiers are organized. For example a circle formation being good to defend the flanks because there are soldiers ready to engage in all directiins and not because it has a "-50% damage from flank attacks"

1

u/chad_kun5145 8d ago

yess , also included in original game plan

1

u/Wrong_Inspector3931 Haku Ki 8d ago

Your Idea is interesting, I suggest xreating a comunity in discord so people can constantly interact and give you feedback. Also maybe a demo on steam or other site too so people can test what you ve done so far.

1

u/chad_kun5145 8d ago

yeah , after certain number responses ill create one

1

u/Dismal_Let_5621 8d ago

I really like the detail you’re going into the fighting dynamics, I’m also interested in how the game would work outside of combat, decisions, army management, liege, loyalty, fiefdoms, etc

1

u/chad_kun5145 8d ago

thanks bro stay tuned

1

u/Even-Hamster3239 8d ago

Something that always bothered me in strategy games was how my units could only walk through a straight line, so my idea is the possibility to make a curve when moving a unit ↩️↪️⤴️⤵️ This way, it'll be easier to attack the rear guards

2

u/chad_kun5145 8d ago

ofc bro , its included in original game idea.

1

u/Even-Hamster3239 8d ago

Will you add a limitation of the soldiers number? Like, once you become a great general, you can only have 10k soldiers

3

u/chad_kun5145 8d ago

no , nothing like that.

1

u/Even-Hamster3239 8d ago

My next question: can we choose in which way we're going or the generals are the one hiring and sending us?

1

u/chad_kun5145 8d ago

its totally upto u HOW u handle the command. gg or general will command you to take the hill and defend it , its upto u. any formation , tactic , route , whatever u want. on those basis im thinking of ranks and promotions just like award ceremony.

1

u/BackgroundPiccolo384 Hi Shin Unit 7d ago

Mmmm okay so you may not be a gg but you’ll always have command over your unit depending on the objective

1

u/chad_kun5145 7d ago

gg and general ranks will be opened in season 2 or above. also depends if we have enough pool of players cuz gg need a tree of command chain

1

u/papatreaso 7d ago

The goal looks like a real time game play kind of thing. But to get the nuance and military esc fill of a battle I think a turn base mode of game play would suit this alot better.

1

u/LynxVerse94 HouKen 3d ago

The gameplay looks to be in drone view but is there any chance we could personally control a character and fight as well?