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I have spent lot of time on Navalia and if there is interest from players I would really like to expand and improve it more.
-Antti
The degrees are off with some weapon arcs when mirroring. The ark of the artillery turret for instance is visibly different in the ship editor even though both sides are at 270 degrees. Just thought I should say something. :)
359.9 on the right side and 356.6 on the left match up as if theyre the saem exact degree when lining up the weapon arcs. they intersect perfectly in the middle using the degrees above.
Thanks for the info! I will look into that and try to fix it for the next update :)
The main thing I want to ask is, when the store page says the enemies are procedurally generated, what does that entail? Is there much variety regarding their gameplay-relevant characteristics or what kind of components they are equipped with, aside from (I assume) them getting stronger overall as the game progresses?
Thanks! Means a lot after working so long on the game! :D
Hi,
The procedural generation means that the Queens “child” ships each have different characteristics. Their swarm group size, distance, speed, damage, etc. There are three types of enemy child ships: light, heavy and supply. The supply ships try to resupply the queen ships with resources so that they don’t run out of fighters.
Yeah, the first battles are not that interesting as I have to introduce the game mechanics to the players and not overwhelm them. The number of enemy units increases as the game progresses and there can be 200+ enemy child ships swarming your fleet on the later battles. After you complete one Survival game you unlock the Sandbox game mode where you can create large fleets and battles.
My idea is that the complexity of the battles should rise from the enemy ship swarming behavior. They are like insects attacking your ship. So they follow quite simple rules, but should create interesting battles. Navalias battles are purposefully designed to be more slow than in games like Company of Heroes or StarCraft. I didn’t want your click speed to be the determining factor on if you win a battles. It’s more about your ship designs and fleet positioning.
But I’m eagerly listening to feedback from players and will make changes to the AI/enemy behavior if there is demand for that.
-Antti
Navalia is made with C++ and Opengl. It uses Cocos2d-x game engine that I have modified to be suitable for PC games. So I have changed things like resolution handling, mouse input, modern opengl etc.
-Antti
Hmm... I looked up what the Daedalus looks like and you should be able to create that ships outline. Did you know that you can add points mid shape by pressing the 'q' button near some already existing line. This way you can add new points anywhere on your ships outline. Using this feature you should be able to expand your ship from any directions to create to bottom part of the ship.
-Antti
Anywho, I'm curious as to how difficult it would be to impliment an auto-repair toggle after each fight. ( the ships would automatically repair themselves for whatever the cost is if the box is checked in each ships individual window)
I think having that feature as a quality of life improvement would be fantastic.
Not a bad question! I'm not expecting Navalia to become the next Minecraft in success :D Success to me is more about if I can work on Navalia full time or not. But regardless of sales I will of course patch it and add atleast some of the ideas I currently have for it.