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[game] part 2

Blogs > mmp
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mmp
Profile Blog Joined April 2009
United States2130 Posts
Last Edited: 2012-02-25 12:05:17
February 25 2012 12:04 GMT
#1
I am working on a 3d (gameplay, not just graphics) rts and blogging my progress. You can read my previous entry.

Today I prototyped a map editor. You can save/load map files and interactively change the terrain.

There is even a feature to make the map symmetric. The map is subdivided from an icosohedron, so it is point symmetric. This makes the notion of "natural" expansion a little strange, and there will always be a 2nd ground path to your opponent (on the opposite side of the world!). I'm still trying to wrap my head around this when I draw maps. I think air or sea units will be very important.

Here's a screenshot of a map. At 1280 faces, it feels crowded.
+ Show Spoiler +
[image loading]


Stability is a concern. If you expand and push in one direction, you eventually reach your opponent's back door. I don't want it to just be a base-trade race, so there needs to be a defenders advantage at that back door + an incentive to be aggressive beyond your half of the map.

It's tricky, because if you move your army away from your territory, your opponent can approach you as well, but the armies won't necessarily meet in the center. There is no center! Any thoughts on this?

(I suspect planar symmetry will make better maps.)

---

Next time, I plan to have better terrain art (animated water), as well as resources drawn (3d forests) & units drawn (I'm going to do 2d sprites, as in Myth & Populous). Buildings will be 3d. I don't think my netbook can handle shading languages, so things are going to stay low tech for now.

I'm still looking for unit/theme/strategy ideas, so please let me know what you'd like to see.

I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
ArcticFox
Profile Joined February 2011
United States1092 Posts
February 25 2012 13:11 GMT
#2
The only idea I have off the top of my head is to make the area of each base fairly large and to put in on high ground -- that way if you march your army out the "wrong" way, you have to march all the way around the base to get up in it, or have to come in with air units (which is ok if it's equidistant).

If you can't do things like high ground, then you'll need to do something creative like add in some sort of terrain blocker or water between the bases in the direction you don't want to them to access each other on ground, but that makes map design kind of boring. The other options would be neutral units that have to be fought through (a-la WC3 creeps) or something like a Xel'Naga tower to cover your backdoor.

The idea of a 3D map is sort of intriguing, but you can see the pitfalls immediately, which is why most RTS games have either been on a 2D map or 3D space combat.

Good luck! You're making me miss programming. XD
jrkirby
Profile Blog Joined August 2010
United States1510 Posts
February 25 2012 16:33 GMT
#3
I don't know what the "scale" is, but the map seems small. maybe increase the subdivisions by one?

In terms of game design, I suggest keeping air and space travel very limited. If you want to keep the game fun, I suggest you actually DON'T add nukes.
mmp
Profile Blog Joined April 2009
United States2130 Posts
February 26 2012 00:14 GMT
#4
^ I think 4-6 subdivisions will be appropriate. The screenshot above is 3. The problem with high subdivision for now is that my puny netbook cannot handle >4 recursions. I will probably end up relying on a lot of machine generation to subdivide simpler hand-drawn representations, but I would also need resources and other map features to do the right thing under subdivision. I'll look into it.

On February 25 2012 22:11 ArcticFox wrote:
The only idea I have off the top of my head is to make the area of each base fairly large and to put in on high ground -- that way if you march your army out the "wrong" way, you have to march all the way around the base to get up in it, or have to come in with air units (which is ok if it's equidistant).

If you can't do things like high ground, then you'll need to do something creative like add in some sort of terrain blocker or water between the bases in the direction you don't want to them to access each other on ground, but that makes map design kind of boring. The other options would be neutral units that have to be fought through (a-la WC3 creeps) or something like a Xel'Naga tower to cover your backdoor.

The idea of a 3D map is sort of intriguing, but you can see the pitfalls immediately, which is why most RTS games have either been on a 2D map or 3D space combat.

Good luck! You're making me miss programming. XD

I tried my hand at planar symmetric maps and that appears to be a much better way to go.
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
iaretehnoob
Profile Joined June 2004
Sweden741 Posts
February 26 2012 16:18 GMT
#5
Where is the bottleneck for higher subdivisions? Even a somewhat old netbook should be able to handle rendering >1.3k tris at good framerates.
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