WW2: Bunker Simulator

WW2: Bunker Simulator

DazaKiwi Aug 24, 2021 @ 9:46pm
Some questions and thoughts
1# How many bunkers are there in the game? is it just the one or is there quite a few in linear story form?

2# Are the maps/bunkers procedural at all in layout inside and out? fore replayability and also if you had a campaign mode where you advance to another one via regional map?

2# Will there be Ai squad mates to help defend? i understand pathfinding and simulated intelligence is always hard to do. But with the nature of this game, multiple areas to defend, one solution could be the player could jump between Ai squad mates to make up the short comings of Ai and allow the player to take direct control of them and move them to where you want them to defend from and which direction to watch, desired weapon etc. They could vary in skills in each play, from shooting skills to courage. One could be a very skilled medic. So losing some of these guys in a fight could be a setback.

Thoughts:

I really like the idea of the game, but wonder just how short and repetitive it might be after a while, especially if its the same bunker. And likely this is a small studio if not 1 or 2 devs making this, with a limited budget so its understandable the scope is narrow. It just seems weird only one soldier takes it and holds it. I watched a demo play and there was a sleeping soldier that either was very deaf or so tired he didnt wake up from his fellow soldier being shot up with a pistol just down the hall. Which sound would be very loud inside a bunker. That needs addressing me thinks.

However i see a lot of potential with this type of gameplay and if it sells well, perhaps a sequel could really branch out these ideas much more. Such as a setting in Russia, Stalingrad where you and some men have to take and hold a strategically important building in the city. But the early part of the game based in the same area of the city you have to establish and maintain a supply line towards the main objective building you have to take and defend. This could be a map that could be four city blocks wide and long. With the main building in the center or something.

However there will be plenty of snipers and getting info about where they are as well as the general defensive strengths and weaknesses of the enemy in that main building could be part of the planning needed.

Broad daylight you can see better but also for them too, so dawn and dusk could be times the player chooses to go and gather intelligence. Maybe even try to steal Intel on the ground level of building. Some of the defences could be set up in different places (that still makes sense) each play. Intel gather could also have some offensive action you watch from afar as another unit assaults other areas in the distance and you get hear that and learn of the results later. Perhaps they managed to get some new Intel that helps you.

These preliminary objectives could involve taking smaller buildings to support a supply line. Which needs to be established in order to successfully take and hold the main objective building which could be several stories high with multiple floors. The early part of the game; how well you do (setting up supply lines and taking areas to help defend those lines) will impact the second half of the game. Determining how many reinforcements and ammo resupply will get through.

Which this game idea would need plenty of Ai to order to defend and fight along aside you as per my Ai suggestion earlier.
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Showing 1-3 of 3 comments
Quickear Aug 25, 2021 @ 8:53am 
1# How many bunkers are there in the game? is it just the one or is there quite a few in linear story form?

There is one bunker. The Game doesn't have much story, it is a survival/simulator in the bunker with 22 days of the campaign and an infinite days length of randomized quests.

2# Are the maps/bunkers procedural at all in layout inside and out? fore replayability and also if you had a campaign mode where you advance to another one via regional map?

For now we have one prebuild map. If we will make more maps they would probably be prebuild as well as it is easier to create good AI and events on prebuild maps. Randomized ones most probably would generate more issues than it is worth.

More might come till full release but it depends on many factors and feedback from the community (we would like to make community requested features and fixes first alongside with stuff that is already a work in progress but won't be present at launch)

For example, there is a possibility that people would rather have an enlarged or more content heavy map with multiple bunkers and events instead of more maps.

2# Will there be Ai squad mates to help defend? i understand pathfinding and simulated intelligence is always hard to do. But with the nature of this game, multiple areas to defend, one solution could be the player could jump between Ai squad mates to make up the short comings of Ai and allow the player to take direct control of them and move them to where you want them to defend from and which direction to watch, desired weapon etc. They could vary in skills in each play, from shooting skills to courage. One could be a very skilled medic. So losing some of these guys in a fight could be a setback.

Yes. There are up to 3 allied NPC soldiers. We can give them orders as it's being seen on the Stream on the Steam page. They have their own set of needs and they can level up skills just as player does. It is mostly working but still have a few not implemented features and the balance might be a little off at times.

I watched a demo play and there was a sleeping soldier that either was very deaf or so tired he didnt wake up from his fellow soldier being shot up with a pistol just down the hall.
He is drunk af :D You can find a bottle of Spirytus next to his pillow :D Jokes aside, noted and will be fixed.

I really like the idea of the game, but wonder just how short and repetitive it might be after a while
22 days of the campaign might be easily 20-25 hours task or longer. Might be even unreachable for some due to poor resources management combined with bad luck and wrong supply choices.

During those 22 days, we are slowly implementing new mechanics and pumping up the difficulty. After this, we have Endless Mode with fully randomized events. We want to add more features throughout the Early Access so coming back to check out whats new will refresh the game

And likely this is a small studio
yep

Which this game idea would need plenty of Ai to order to defend and fight along aside you as per my Ai suggestion earlier.
We do have a lot of ideas as well but currently, we want to make what we have as good as possible. We will certainly look for community ideas like Yours to add it to our War Plan :)


Last edited by Quickear; Aug 25, 2021 @ 8:57am
realMatcher Aug 29, 2021 @ 3:38pm 
I know the release is near but i cant wait to ask, is there enough time to do tasks? The time in the demo version fells quite too fast.
Quickear Aug 31, 2021 @ 3:22am 
Originally posted by realMatcher:
I know the release is near but i can't wait to ask, is there enough time to do tasks? The time in the demo version fells quite too fast.
We will most probably balance aircraft missions time but overall if You are not slow down too much by hunger/overabundance You should be just fine with time.

We want missions to be challenging to complete as well so time might be tight.

Most probably We will balance it in reference to players feedback after release as well. We are aware it might be really hard or borderline impossible with high RNG rolls like 7 aeroplanes followed by 20 soldiers followed by 15 points patrol...
We will definitely put some more work into this but we really would appreciate players feedback here. Right now the game is hard and it is intended to be hard. We need to make it a bit fairer though and for this work is in progress.
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Date Posted: Aug 24, 2021 @ 9:46pm
Posts: 3