Trench digging and combat system [TESTING OVER FOR NOW]

Currently play-testing and I was wondering if I could get some feedback.

There may be some bugs when it comes to dieing, though.

Thanks.

(Yes, I am aware rotating is pretty tedious, but I can’t think of a better solution.)
(Consumable animations are broken sometimes.)

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had to shut down to add admin commands

please rejoin. sorry.

The game concept is pretty nice, helps to understand that taking over a hill isnt that easy and brings in those heavy war vibes.

The trench building system seems nice, however i’d also add corner trenches because there isnt a way to connect them if you want to make a turn/zigzag pattern.
I’d also add something like a reinforcement at both teams’ spawns to prevent spawnkill.
One more suggestion is something that can help in trench warfare. like a mortar or maybe chemical weapons.

Also is it just me or the rain is too heavy

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Thanks for the feedback.

A few of these flaws are generally because this is a test map. I made it in two minutes to have my friends and you guys give feedback on the combat.

Junction trenches are planned. - they now exist

A lot more features are planned, everything here is really bare basic.,

Rain being heavy is “intentional game design” and I thought it would be cool. It reduces visibility and can “help” break a stalemate.

I like this system alot. It brings a new aspect to war games that I think a lot were lacking.

It would be really interesting to see a large server of people playing and seeing how they build their trenches to push the front-line.

Only a few issues I have encountered.

  1. If an object is in it’s preview state and you have it rotated awkwardly it rotates on a plane it probably shouldn’t rotate

    i.e here you can see it’s completely on it’s side, which wouldn’t make sense to place sandbags this way
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Thank you.

This rotation thing is mostly caused by your builds sticking to the normal of any surface your mouse is on. The trenches are a bit buggy with invisible parts hitting raycasts, which is probably why it appears like that in your screenshot.

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