
Amine Rehioui
@aminerehioui • 3,817 subscribers
Building Powerplay, an RTS w/ industrial automation and military strategy ☢️ https://t.co/cqP4ZzsQsv 🌎 https://t.co/W0RQlLHlqY
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Videos

when packed with refined uranium, trucks have the "suicide" ability. No tutorial needed!
Amine Rehioui371,135 views • 8 months ago

Today is our big day! Powerplay is launching in Early Access, any minute now. Thanks to everyone for the support over the past 3 years. I am looking forward to continue working on this game for years to come. If you like it, RTs and steam reviews are greatly appreciated!
Amine Rehioui33,576 views • 1 month ago

expansion mechanic done! Once deployed, the BEV (base expansion vehicle) becomes an expansion hub, which allows basic construction and industry. It can be packed up and moved, like the Terran command center in SC. Or it can become an advanced and permanent construction center
Amine Rehioui50,205 views • 4 months ago

5 days after the release, 1867 players purchased Powerplay in Early Access! The reviews are positive, and our community is growing rapidly. And we just got a long form review by Orbital Potato! Thank you so much for your trust in this game's potential. We will work tirelessly to give you the best RTS with factory elements that money can buy. In this video, I spawned 300 APC vehicles, each having a capacity of 6 infantry units, to symbolize the amount of players who bought the game. This scene will become a benchmark to fix pathing issues and to optimize rendering of massive amounts of units.
Amine Rehioui13,656 views • 1 month ago

If you like classic RTS games, try our demo in the Steam Next Fest!
Amine Rehioui17,703 views • 2 months ago

almost all naval units are in! I think the submarines are way too stealthy 😅
Amine Rehioui16,823 views • 3 months ago

it's perfectly ok to simulate 3D pathfinding on a 2D grid. It's all about edge detection: mark cells between different elevations as unwalkable. Mark cells as walkable to create a "ramp" between levels. Keep a height map to vertically displace units. PF simulation remains 2D
Amine Rehioui39,756 views • 10 months ago

the new pathfinding is fast and is dealing well with resource extraction. It used to get messy when assigning a big group of units to a small mineral patch or a wall of trees. I think not having thousands of pathfinding exceptions in the background helps with the speed!
Amine Rehioui32,472 views • 10 months ago

last week before the public demo! I will be posting updates everyday starting now
Amine Rehioui22,070 views • 6 months ago