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Alejandro Nunez

u/alejandromnunez

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I am using Unity ECS+DOTS so luckily the systems interactions are not that problematic. I think having very good performance at the scale of TLG is the hardest part, but it's getting there!

Remember to wishlist it on steam and join the discord to be in the alpha play tests in a couple months! https://discord.gg/thelastgeneral



Hi! TLG is huge so it's slower paced, and I am adding a lot of tools so you can give high level orders to entire companies and let them execute for you. So you can then focus on economy/production, and micromanaging a specific battle or going in and fighting on the battlefield.

Remember to wishlist it on steam and join the discord to be in the alpha play tests in a couple months! https://discord.gg/thelastgeneral





I think it's similar to how big O notation ignores constants. You wouldn't say an algorithm is O(5n) With soft O you also get rid of logarithms, because you don't care about something that scales as slow as logarithmically and only care about linear or higher stuff.

Probably used to measure algorithms that are really bad or that always have a log(n) and you feel lazy




In the video you miss the stairs because W is taking you to the stairs and it switches to a camera where W takes you away to the left of the stairs.

This will get very frustrating and you should try to align the camera angles across transitions so the control changes doesn't mess your path.











It's going to be pretty different because of the larger scale and unit counts, unit production, economy, reputation, etc. Plus having an army hierarchy to reduce micromanagement and the optional first or third person control on all units.

Remember to wishlist it on Steam and join the Discord to be in the first alpha in a couple months.

https://store.steampowered.com/app/2566700/The_Last_General/

https://discord.gg/thelastgeneral






I found this issue 3 different times in 3 years of Unity development and these were the causes:

  • Rider was detecting changes and reloading domain which caused changes, which caused Rider to detect changes, etc. there is an option in Rider settings to disable that change detection and reloading.

  • Blender installation was no longer importing .blend files properly and would freeze. Moving all .blend out of Assets folder and using FBX fixed that and made everything faster.

  • A job from a previous game run was silently stuck in a loop. The game would only play one time and get stuck the secind time.









  • Alpha playtest in the discord (single player):

    • February 2026: Family

    • March 2026: Friends and High Command

    • April 2026: Discord members, expanding based on activity levels.

  • Beta/demo on Steam (single player) around July 2026.

  • Beta (multi player) around November 2026.

  • Early access around December 2026 or early 2027.

  • Release 1.0 around the end of 2028.

Remember to wishlist it on steam and join the discord to be in the alpha play tests in a couple months! https://discord.gg/thelastgeneral



Thank you!! You are correct with the multiple videos approach. This was a very summarized early video showing a bit of everything, to start the conversation and see what people think about each thing.

Got a ton of really useful feedback that helped guide the last 7 months of development since I released this trailer.

Closer to the demo I will definitely be making a lot more videos focused on gameplay and showing the core loop, and other secondary videos focused on the other features.

I also have been uploading some videos showing other specific stuff (audio, navigation, air defenses, infantry weapons, direct unit control, etc) to the youtube channel, discord updates, monthly steam announcements and all the social networks.


Hi! Thanks for writing all this feedback!
The game will grow over time to have a lot of things, but the base of it is still what we have in a classic RTS (economy, construction, unit production).

TLG wasn't going to have first person combat initially, but in the process of making the RTS parts in a nice modular way, with composition and using data oriented programming, the first/third person controls became something pretty easy to implement a basic version of.

So despite the game looking insane, it's mostly a classic RTS, with a free side of FPS as an extra optional thing. It won't be a main mechanic of the game, but it's already extremely fun.

Also now infantry has recoil, multiple weapons, AA, AT, etc. I also implemented a new audio system (WWise), migrated the UI a better system, revamped the navigation system, and a long etcetera since this video came out.

I am planning to spend the next 10 years working on this game and it's progressing pretty fast so I am not that worried about it being a big product, I just keep iterating on the most important stuff and bringing everything else to a similar level over time.

The first alpha with family and friends is starting in about 2 weeks. After that it will start expanding in the Discord too, until it becomes a public demo on Steam





Sorry I didn't see it was this post, this one is one month old. There are already 3 translators now in the Discord helping with this, and they already translated the steam page.
In a month or two we will be translating the actual game texts, if you want to help with that you can also join the discord. I think it may be ok with 3 translators already, but I don't know how active they will be in a couple more months.






Большое спасибо! Не забудьте добавить игру в список желаний в Steam и присоединиться к Discord, чтобы принять участие в альфа-тестировании через несколько месяцев:

https://store.steampowered.com/app/2566700/The_Last_General

https://discord.gg/thelastgeneral





Maps are up to 400km2 (could be even larger if you have an awesome computer in the future) and there are thousands of units per player.
You can click on any unit at any time and control them directly in first/third person to be part of your own strategic moves. It's pretty brutal when you do that. Generally you would do it for a minute or less and go back to being the general to take care of your orders, economy, production, etc. Then you jump in again, etc.

Remember to wishlist it on steam and join the discord to be in the alpha play tests in a couple months! https://discord.gg/thelastgeneral




Yes sir! You can build factories, defenses and infrastructure (like power plants and bridges), and then produce units, give them high level orders or micromanage them or even control them in first/third person too. Remember to wishlist it on steam and join the discord to be in the alpha play tests in a couple months! https://discord.gg/thelastgeneral


It will probably have a hard time because it's around the minimum specs, but you may be able to play, with a lot of stuff disabled or reduced in the settings. Remember to wishlist it on steam and join the discord to be in the alpha play tests in a couple months! https://discord.gg/thelastgeneral
The alpha won't be as optimized as the demo or early access or release 1.0 so it may be even worse for your specs, but you can at least get an idea of how bad it is and calculate that it will probably be around 40% or 50% better than that later.














The ones that did best for me were some Android apps I did a decade ago when Android was just starting. Getting onboard early solving important problems was key.

For game development I think the think that worked the best for me is getting early feedback to know what people consider important. For example learning that most RTS players actually want single player instead of multiplayer was pretty surprising to me and changed my initial focus.






If you also like strategy you can join the discord of the game I am making. It's super friendly and the most active member is a very nice kiwi!

The server is public, you can search The Last General




















Hi! I already implemented multiple speeds. There will be different orders to give to units/squads/platoons and companies, and different behaviors you can setup that will work similar to that.

There will be differences in the nations just like you said.

There won't be naval combat besides disembarks and rescues by sea, and some support vessels to defend those transport ships a little.

For now no espionage or nukes.

Your Mac M3 Air will probably have a very hard time running TLG, at least on large maps.






Thank you! It has a bit of everything. The main gameplay is drawing your orders for entire companies, building factories and infrastructure and handling the economy, unit production and logistics. The first/third person control is fully optional but really fun to do, to be part of your own strategic moves.

Remember to wishlist it on steam and join the discord to be in the alpha play tests in a couple months! https://discord.gg/thelastgeneral







Third and first person control is fully optional, but the idea is that as a general you will be giving orders to entire companies and building defenses and factories, setting up unit production, etc. So once you do that, they may be valid and useful orders for a while so you can go and micro manage a specific battle or switch to be a specific soldier/vehicle/plane and he part of your own strategic orders for a little while. Then you go out and work as a general again.

You will still see notification and hear audio comms while in direct control to know what's happening at the grand scale.




Thank you! This is the current schedule:

  • Alpha playtest (single player):

    • Family and friends, maybe High Command. February 2026.

    • Discord members, starting in March 2026, expanding based on activity levels.

  • Beta/demo on Steam (single player) around July 2026.

  • Beta (multi player) around November 2026.

  • Early access around December 2026.

  • Release 1.0 in 2028.
















Thank you! It's going awesome! You can see the monthly progress updates in steam or even more often in the Discord. This video is from 7 months ago, so since then I have added a lot of new units, a new navigation system, direct control for ALL units in third person and some units in first person too. Added anti-air systems, anti-tank systems, machinegunners, multiple weapons per unit, a new terrain shader that looks much better, a new audio system that sounds great, radio comms, proximity voices, rectangular map generation instead of only square ones and a bunch of other fixes and improvements.

Remember to also join the discord to be in the alpha play tests in a couple months! https://discord.gg/thelastgeneral