Need ideas for an RTS game - Page 2
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Iparshuyhe
United States30 Posts
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airtown
United States410 Posts
http://www.towerdefence.net/games-261-Creeper_World_Training.php There aren't really any units; you control a network with stuff like turrets and power generators. | ||
kolp33
Estonia2 Posts
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petered
United States1817 Posts
So like, lets say the zerg worked this way. You could only build drones, and then you morphed a drone into a zergling, and then later, once you got the tech, you morphed the zergling into a hydra... and so on. It would be hard to balance but would be pretty cool I think. Another idea I had was if a race had a few basic units, but then only had one higher tech unit that did all the casting. And then instead of getting higher tech buildings you would buy spells. So if protoss was this way, you could make templar and then every spell you researched could be used by templar. | ||
lepape
Canada557 Posts
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. 4 programmers, 5 artists and 6 game designers? No wonder it took 17 weeks for the alpha stage, there's only 9 people in your team actually working. | ||
Starparty
Sweden1963 Posts
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kolp33
Estonia2 Posts
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lepape
Canada557 Posts
If you think about it, SC1 is pretty much 100% about amazing unit concepts. Just have fun thinking of cool unit ideas, such as ''a fast ground unit that gains +10 dmg with every kill'', or ''this unit attacks in a small AoE around him with a 3-5 secs cd '' and be creative. | ||
Endymion
United States3701 Posts
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Motiva
United States1774 Posts
Done. rofl ![]() | ||
mmp
United States2130 Posts
Resources are gathered by terraforming the map (e.g. increased elevation for wind/solar), but to do so takes resources from military. Your opponent can steal this territory from you, but terraforming also enables you to gain a defensive advantage. This could be a discrete height map or you could do something fancier. Check out Myth (old Bungie game) and Darwinia (indy RTS) for what a simple 3D tactical game should look like. | ||
Jawa~
United States291 Posts
Come up with your own ideas and ask for suggestions on improving them | ||
ironchef
Canada1350 Posts
Not exactly like wc3 heroes, but an ability to center a strat around a unit/group you like(and have it matter strategically) , not feel like all units are equally expendable. Yeah idk if how it'd work haha, but thatd be kinda neat and bring in more rpgish fans. | ||
JohannesH
Finland1364 Posts
Design ideas is kinda the most important part of the game yes, but I'm not convinced you'll finish your game out no matter what the design was supposed to be. -> If it's your first game, just start working on something, improve your technical knowledge while working on the ideas. Even if you scrap the code or models you first started with, you now have a better idea how to make stuff work in the future. | ||
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