Most of the good RTS games allow you to set rally points so when your units are built they go there and attack or defend that spot. I don't think I have seen any in-game footage of this. There are concept drawings of it that sounds like what you are talking about. I am pretty sure they spawn outside their barracks or whatever and walk to there rally point like every other RTS game. Not sure how this is a bad thing.
*WHOOSH*
The point is he advertises setting rallying points as the
primary attack mechanic. Which implies that you lack anything beyond the most rudimentary manual control over the units. If it was a full RTS, he wouldn't even mention rallying points because the feature, as you point out, is as common as air bags in a car.
As for the unit behavior, go watch the intro video at 4:15 and tell me it isn't canned.
All or most RTS games work this way. You take over the enemies base and you get their natural resources. CIV does it. WC does it. Supreme Commander does it. It is pretty common. The thing that Wildman does that is not common is when you defeat the enemy you get to pick which technology you get. Say new armor tech. Or, maybe faster unit training. Your side becomes unique and develops how you want it to. Become a fast attack team or turtle up team. It just depends on what techs you decide to take. It reminds me a little of the BadAss points system in BL2.
In Rise of Nations I got a unique advantage from each territory I captured, as well as "tribute" which I could spend to buy my choice of one-use global-effect cards (ie: "Start with +150 of each resource" or "deny opponent income from strategic resources for 1 turn") to customize gameplay.
Literally every Total War game has had an even more sophisticated mechanic. This is not a new concept nor enough in and of itself for me to support a game.
I don't see the reverse tower defense thing at all. I have never seen that referenced. It has always been called an RTS. All I have heard for the ARPG side is find loot and polymorph skills. Since an ARPG is mainly just loot and a simple skill tree. There is not much more to say without releasing the skill tree which is never final until the game is released. And even then they can change alot after the release.
Yes, it's apparently been misnamed, or just barely deserving of the RTS classification.
That is exactly trying something new. Almost everything new builds on previous things. I never played Spore, but part of its problem was it had too much hype.
Alright, here's my brilliant game idea. I'll take Starcraft II and Diablo III, take about half the mechanics out of each, and mash them together with a common theme. Yep, I'm original and new!
🙄
Something along the lines of a full-blown RTS like Supreme Command and a full-blow RPG like The Witcher not an ARPG, because you need a compelling story and dialog choices for a true RPG, would be a gigantic undertaking. The budget would be $20million+. I don't think that would get funded when a smaller version has never been tried. Wildman is that smaller version. As for taking direct control of specific units, take a look at Ground Control back in 2000. No resources though and diffidently no RPG.
Right, he can't do it all on his current budget so he's cutting back on both sides and likely creating an unsatisfying experience overall.
Look, I get you like this pitch and hell, maybe I'm wrong and whatever Chris churns out of his basement will be the best indie game ever made. I'm just saying that from what I saw presented, I don't see a single feature to get excited about. Mediocre-looking ARPG + Mediocre-looking RTS != awesome, to me. At best it looks like something I might try if it was getting positive reviews and on sale.