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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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Pirates vs Ninjas. Pirates are strong and structure based (ships, cannons, etc.). Ninjas are speedy and hit-and-run oriented (smokescreens, poison, fire, etc.). The battlefields have water. Each side has ships, but the pirates have more types of ships and better uses for them (troop transport, naval escort, island siege). Ninjas just have troop transport ships, but their troops can do more things than pirates (climb cliffs (perhaps ship edges would be considered cliffs), higher level ones can walk on water, cloaking). Similar resource mechanics to SC, but also include towns that can be pillaged to produce extra resources. PM me if you want more, I've got a list of ideas written down.
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Well i have been thinking about RTS system for quite a long time allready and what i acualy think is most importand is the combat is gotten very old. i mean practicaly all newer RTS-s are WC 1 with better graphics now i think the main thing i would like to chanse is to make combat more realistic example we have 2 guys each have 5 hp and normal hit makes 2 dmg but first we have miss rating and secondly we have armor while miss would make completely miss the hit the armor would make it to reduce dmg like 2-1 and then we have critical hit wich would be 1 shot kill and now we could add here the fact that all troops gets levels what that does is make dmg higher and increase evasion % also if we are speaking about games that have world like WC we could add in race system i mean we have horde faction and there we chouse to train orc warriors taurens ore trolls and we would chouse what weapon he wears like axe hammer sword ore spear each have different strenghts and weaknesses same with armor do he have a shield and what kinda a armor he wears and soo on the difference beatween taurens trolls and orcs would be cost and hp but still crit hit would kill eny off them but it has small chanse (it would simulate more real battel) also i think realy realy great idea would be that workers could chanse the map i mean build high grounds, ramps and digg it would greatly make it much much more dynamic and intresting and about reasurses i would add 1-2 1 would be like gold ore wood that you get from map other would be something like food that you get from buildings it would up and when your army reaches max it still goes up but slowly and when army dies it goes down with the population of the army and therefore you could not rebuild army too fast but have to wait untill food if you have eny other questions about these mehanics i would be more than clad too help out
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I am not experienced in a whole lot of rts games outside SC, but I thought it would be cool if there was an rts race where every single unit was morphed from a lower tier unit.
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.
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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.
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.
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If you want the resource concept a bit easier than in SC, imagine a sci-fi RTS where the resource gathering is done by moving a mothershipesque main base unit around to different resource spots for income. Win the game by destroying the opponent mothership. This would make bases constantly moing to different resource spots which could also include different kinds of resources for different techs. With a bit of tunig it could perhaps generate some dynamic game play.
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also i think that the home city system in aoe3 is great because it gives your race even more opions specialy in upgrades also duble layer map is great like in armys of exigo basicaly it could be made with levels in terrain i mean you start et level 4 example you can dig to make a defensive hole and if you dig even more you can deep enaguht to make a new layer of map
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To be honest, I don't think you should try to reinvent the wheel if you're making a small scale RTS, unless you get a genius idea.
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.
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The game KKND had quite a unique way to gather resources, basically you would build an oil rig (which was a unit) and you had to move it to an oil well and it would collect oil until you deactivated it and moved it, or until it was destroyed. The reason this is different from say CoH or DoW is that in those two series, you had to dedicate forces to capture resource points, but in KKND you didn't (although it was a good idea to guard them, it wasn't manditory). Just interesting because you could use the mechanic in several different ways accommodating different playstyles.
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Read Flatland and make a nice 2d flash/java based RTS based on shapes. Squares vs Circles vs Triangles.
Done.
rofl
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Make a game where the map is modifiable.
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.
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I love how he just comes in and asks people to do all of his work for him.
Come up with your own ideas and ask for suggestions on improving them
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I dont kno if this can even work game design wise, but I think it'd be nice to have a character/ preference system. For example, in jrpgs/srpgs you can pick the people u like to use. Or in SC, you like sac a unit to scout etc, but hopefully in real life you wouldnt toss lives away like that.. Kind of like the "no man left" behind thing.
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.
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How good are you at the technical side of making games? What engine(s) are you considering, can you make models & script them? Will you work alone?
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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