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Over the summer, I'm thinking about trying to make an RTS game, but I'm unsure how it should work. I have a few ideas already, but they're undeveloped.
Anyway, I'm looking for ideas for the BIG PICTURE of how a new RTS game could work. I'm not really interested in possible back stories or plots, as that will come later. So I'm asking for suggestions on possible systems of mechanics (How will resources be gathered? How will units or turrets be made? etc.) Be as specific (ex. ideas for individual units included), or broad as you like with the ideas.
Oh, and don't just say "copy starcraft".
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On May 12 2010 06:51 4iner wrote:
Oh, and don't just say "copy starcraft".
do your own work
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how much experience do you have?
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2 races/teams/factions...
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I hope you are a kickass programmer.
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What is the setting ?
Medieval Fantasy ?
Gritty Sci Fi ?
I have ideas but I cant really start suggesting anything before I know where im stepping.
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make a Barbie-themed RTS that will attract more little girls to the genre, then we can hold weekly tournaments at my house
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What's the scope of this project? Just something for fun that you wanna do this summer in your spare time? Or something you want to keep developing in the future and actually release a full-fledged game?
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Science fiction vrs fantasy? Don't know if it's been made yet, but sounds too obvious to me.
Resources from taxing your little people you own?
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Sci Fi setting or fantasy (not medieval - too unoriginal).
Just something to do for fun, not really a full-fledged game.
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Sins of the solar empire meets Starcraft meets Homeworld.
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I'm at the Art Institute of Vancouver and I'm in a team currently making a rts game(just got a alpha build working). I can tell you for sure that this isn't a cake walk. We have a team of 15(4 programmers, 5 artists and 6 game design students). Hopefully gonna release it online in 5weeks or so.
What engine you use will for sure depict what your limits are. We are using Unity because our programmers had quite a bit of experience with this engine.
A rts game is insanely programming heavy, the 4 on our team has just got a alpha working and it took 17weeks. Starting off with nothing though.
I don't want to discourage you by any means, just want to let you know what your getting yourself into.
To get ideas, we first started by breaking down mechanics in a shit ton of notable rts games. Started choosing what we wanted or what would be cool, and then altering mechanics to make them more unique.
Categories like: -Resource gathering -tech trees -characters and abilities -combat -etc.
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I say that you make a new age Deadlock! that game was awesome
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I've always wanted to play a wild west city builder/ rts. THere wouldn't actually be armies attacking each other, but you would have to have guys who can fire guns and ride horses etc to defend the towns against bandits and such. Just throwing that out there.
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Something revolving around hobo wars
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Uuhhh UUHHH uUUHHHuhhu a game set on the current time, based on big cities. Mostly melee combat, latetech you get guns which are deadly as fuck. Get resources by looting stores!
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On May 12 2010 08:05 Toyman69 wrote: I'm at the Art Institute of Vancouver and I'm in a team currently making a rts game(just got a alpha build working). I can tell you for sure that this isn't a cake walk. We have a team of 15(4 programmers, 5 artists and 6 game design students). Hopefully gonna release it online in 5weeks or so.
What engine you use will for sure depict what your limits are. We are using Unity because our programmers had quite a bit of experience with this engine.
A rts game is insanely programming heavy, the 4 on our team has just got a alpha working and it took 17weeks. Starting off with nothing though.
I don't want to discourage you by any means, just want to let you know what your getting yourself into.
To get ideas, we first started by breaking down mechanics in a shit ton of notable rts games. Started choosing what we wanted or what would be cool, and then altering mechanics to make them more unique.
Categories like: -Resource gathering -tech trees -characters and abilities -combat -etc.
Sounds interesting. Will this be a free game?
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please make a game where there is the body/whiteblood cells vs viruses and infections. it would be sick.
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Probably free, this is our first time working on a game so it won't be the best quality.
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You all fail really. He is NOT looking for back story or plot or anything like that. He wants mechanics... He is asking would you rather have resources gathered like WC3, or Starcraft, or Dawn of War type resources. You can implement a story and plot and unit names, models, etc later. He needs mechanics.
I like SC a lot and the mechanics in the game but I don't want a copy of starcraft for another RTS. I think making a game with a resource system similar to starcraft would be a good idea. Gold and Gas essentially. I personally wouldn't want a huge system with 4 or 5 different resources like stone, ore, wood, gas, etc. I think 2 is a good amount. I think the SC resource system is nice and I would reuse it essentially because it adds more macro to a game, have to keep a eye on it. Keep building "workers". Not just a build a oil rig over this thing and it automatically receives oil every x seconds. I like the macro intensity of starcraft. For units, it is hard to say. I personally have never been a fan of Heroes in games like WC3 that get OP and you have to farm them somehow to level them up etc. I think having squads though is cool. Rather then building a unit at a time, you could build squads at a time. I like that more just because it gives the appearance of having a large army when in reality you have one squad. So lets say you build 10 squads of 10 guys. That is A LOT of guys to have. 100 people running around ready to do whatever. But really you have only 10 squads and that means only 10 groups to micro. Makes the micro different and it would not be like SC, which I would like haha.
To start building a RTS game though, I not sure what the best way is for sure, or what companies do, but in my head I would think the best way would be to get X number of races, however many you want, lets say 2 for now. So 2 races, start by getting the basic workers, the basic buildings, (main hall, supplies, barracks) and get 1 squad, or 1 unit, whatever you decide, of a unit. Starting with a fast attack unit, a basic unit, a artillery unit, and a transport unit lets say. And go from there. I dunno. lol I not a programmer at all or a know anything of game design, but that would be the basic start I would think.
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