Hi everyone!
Here's another battle update from Admiral Yi: The Imjin War, the historical RTS I'm developing solo.
This time, I've been working on artillery combat in land battles.
Players can manually select where their cannons bombard, rather than simply ordering them to attack individual enemy units.
When enemy infantry gets too close, the cannons can switch to grapeshot, dealing much heavier damage to soldiers at short range.
In this video, Joseon artillery bombards advancing Japanese troops, switches to grapeshot as they approach, and eventually causes the Japanese forces to break and flee.
I'm trying to make different weapons and ammunition types offer meaningful tactical choices on the battlefield.
There's still plenty to improve, especially with combat AI, animations, and battlefield behavior.
I'd love to hear what RTS players think of the artillery mechanics!
※ Historical events and gameplay may differ depending on how the game unfolds.