Wait what, no multiplayer? Wow, that's a big deal breaker for me. That's very disappointing as AI in games gets boring very quickly.
I wrote this elsewhere, but it shows why we opted for that.
To quote Ben Kuchera: "Making video games is hard. Making online multiplayer games is even harder. This is a fact of life that’s obvious to developers, but sadly is often lost on players and some members of the press.".
I don't know how many people realize how hard it is to integrate multiplayer, particularly so after you have based your whole architecture over the single-player mode. From the outside it seems magical: two or more players sharing a consistent experience across the network like they actually exist together in the same virtual world. But what is actually going on underneath is quite different from what you see on surface. However, those issues (latency, desynchronization, remote peer networking etc.) are solvable like any other obstacle with sufficient time on hand and possibly some more resources.
But the largest problem is client base itself: the silent majority of players in this gaming niche are single-player only, and the number of players we are likely to get with multiplayer simply isn't there to support it.
Since we are a very small indie team, imagine investing enormous amount of time and other extremely limited resources only to get a half-baked single-player and likely initially empty servers, that will only discourage others from jumping on, creating a self-perpetuating problem.
That is why we have concentrated all our forces on creating a dynamic and workable AI, core of which was developed and tested for years already. If this game sells well and there is sufficient demand, we will consider implementing multiplayer with pleasure, but until then we shall keep concentrating on more humble objectives.
I believe the primary mode of play is real time. But, the video preview I saw mentioned some way to play WEGO but did not elaborate. Is this true?
Indeed, Armored Brigade can be played by using custom length ‘rounds’. The game still runs in real-time engine, but it is not possible to pause the game manually. Time stops automatically when a round ends, and the player can start the next round when he wants to. It’s not possible to save the game when a round is in progress. The round length is adjusted in the scenario launch options. It can be 30, 60, 90, 180 or 360 seconds. New orders can be issued anytime, during the round or between the rounds.
We got several requests to illustrate this better, so it is likely we might produce a short video or something.