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Member Since 16 Jan 2008
Offline Last Active Today, 03:19 AM

Posts I've Made

In Topic: Game Levels - Easy, Normal, Hard... Or Alternative?

20 July 2016 - 01:41 PM

It is not usual RTS. More features means more things to deal with simultaneosly and more enemies. For example the storm appears from time to time and deals damage to units in some areas. In larger maps some new enemies appear specific for the map. Larger maps are more difficult because the game has some relations with tower defence and this means the enemy may become strong. Unit production requires more place so in small map is almost impossible to build all factories and building types except when the player controls 2/3 or more of the map. The same is valid for the enemy. In larger maps the enemy could build few types of infantry, tanks, ships, submarines, planes, long distance rockets, spies, and to use specific terrain options. In smaller maps the enemy can build few of them and eventually no ships, no spies, less terrain options.

If I make a comparison with the chess, imagine that you play:

- 4x4 table with 5-6 units including 3 types of units;

- 5x5 table with 6-7 units including 4 types of units; the horse is available;

- 6x6 table with 7- 8 and the queen is presented, when your unit reaches the end of the table you can replace it with anything...

There is a difference - in the chess you know the rules and figures, in my RTS some features are new in some maps, it is somekind of campain like and TD, more enemy types will attack you.

Sure enemy weaves and types could be controlled but larger maps with more features to deal with will make it difficult anyway. The problem is when the player become good small maps with less features (well known already) will be too easy and the difficulty could be controlled by other things. Maybe I should combine them.

In Topic: Races vs. techtree vs. doctrines - choosing from the start or not...

05 April 2016 - 01:27 AM

Orymus3, that is very interesting info. Somehow I missed SC, played it maybe 6 times and found out too late Red Alert. I think this mechanic is a different from what I did and I should put some changes. Maybe I am influenced by Company of Heroes too much and most of my starting units become almost obsolete when the gameplay is in the middle or become auxiliary units.

In Topic: Races vs. techtree vs. doctrines - choosing from the start or not...

04 April 2016 - 01:38 PM

Thank you for your responces. But I think my first post was not enought clear. Wil try to explain in other words. In my game player cant choose the enemy (not possible yet and maybe in the future). The game is RTS but with some tower defence and RPG elements and City-Builder-like RTS which means the player will start always with the same "race" against one enemy "race" (noth enough time to finish the others) which is mutating during the game (depending on the map).

So should I leave the Doctrines choise from the start or remove them and the player will be able to develop the race as he want... Not everything, sure, but many things. Or even I keep the doctrines they will put some hues. 

I think the problem is more related to the player psychology - imagine you start with the same race, the same few buildings, the same few units. Always. And then you make the difference.

In Topic: Why does it look so beautiful and how could I make it in-game?

18 March 2016 - 12:34 PM

I think the colors. They are chosen to make such warm feeling. That is the same if you look landscape photos from usual camera and by a professional photographer. 

This doesnt mean that some pictures are worse, but the style is different. Look at food photos for commercials, colors there are not "real" but somekind "tale" style. The 4th picture is more natural and realistic (but realistic doesnt mean attractive). Modern games are using often such "hot" colors.

2d achieves this result easier. You just need the right palette.

In Topic: My building stages

18 March 2016 - 12:26 PM

Yeah, you are right, I am spending a lot oftime in many details, but it is inevitable now... Most of the graphics are done but many of them were build long time ago and look a bit out of charmony.

The deadline... I cant reach it many times... Starting so big and complicated RTS is a too big spoon.