The game isn’t playable yet (and won’t be anytime soon), but the progress is obvious and you can already look at it to get the overall idea of how it would be.

https://rewinwar.itch.io/rewinwar

You can’t play it yet, but I provide Linux and Windows (Win version is completely untested, I just checked if it is runnable through Wine) builds where you can scroll the map and build some units.

Killer-features: SVG. All is in vector. And because of the gameplay would involve much scaling (from the situation like on the screenshot to the position where you can see the whole world in one screen), this vectorness is very-very important.

The map is of real proportions (not sure how it would feel gameplay-wise, but I think it is a good idea)

Gameplay itself, I hope, would be very trivial. I call it “solitaire-tier”, so no excessive menus and charts. Just build buildings, use buildings to build units, and move units to victory.

It is still not even alpha, more like a proof-of-concept being in development, so keep your expectations in line.

And I am available for any questions.

  • Fabian@lemmy.zip
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    9 hours ago

    I personally enjoy grand strategy games. But seeing a game about an ongoing war is somewhat strange

  • AusatKeyboardPremi@lemmy.world
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    16 hours ago

    I had to read more than once to realise it is not a game about WinRAR.

    Having said that, all the best with the development, and may the game find love and success. :-)

    • Agent Karyo@lemmy.world
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      14 hours ago

      I had to read more than once to realise it is not a game about WinRAR.

      I had the same issue. I was actually genuinely interested about how a wargame was made about WinRAR.

      I can understand a business tycoon game where you have to develop a compression/archive software company. Very, very nerdy, but there is a logic here.

      A wargame about WinRAR? That’s a whole different level.

  • HiTekRedNek@lemmy.world
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    15 hours ago

    Winwar 2 was based on a dos version of it, btw. I played it all the time with some friends back in the early 1990s.

    • Lembot_0004@discuss.onlineOP
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      15 hours ago

      Yes, actually, but the difference between versions was huge. Almost different games. I reference to version 3.0

    • Lembot_0004@discuss.onlineOP
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      20 hours ago

      Not sure if that is sarcasm or not. But if it is: we actually have plenty games “like this”. Look at the Civilization. Yes, they are more 3d nowadays, but essentially it is still good old moving units over hexagons.

    • Lembot_0004@discuss.onlineOP
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      21 hours ago

      Just some fun information: most modern engines hate SVG. They just render them to the raster and then manipulate them like any other bitmap, making everything extremely slow and blurry. If that is mostly ok with small pictogram-tier images, it is completely unacceptable for big map-tier images. My map is tens thousand of pixels in size while at the highest scale. Bitmap would be a few TiB of RAM. So I actually parse the SVG to get the vectors and draw them, omitting the rasterization.

      • afaix@lemmy.world
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        10 hours ago

        So are you basically making a more modern flash game? I think all flash graphics were vector and that gave them a really cool look

      • JustARaccoon@lemmy.world
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        18 hours ago

        Does that lead to any performance hiccups with very detailed svgs? The benefit of raster is you can mipmap them, so you don’t need to see how super detailed the coast of a country is like when it’s only a few pixels on screen. I suppose you could fake mipmaps by having different levels of detail for svgs that get swapped between, as long as any other changes you make to the svg are simple colour changes?