Jump to content
Sign in to follow this  
  • entry
    1
  • comment
    1
  • views
    265

Concept of new RTS game

Petrovich

847 views

About month I'm working on prototype of real-time strategy game. I've started it for some game jam as a clone of classic RTS game (Age of Empires, Warcraft) and idea quickly transformed to something different.

Classical RTS games were developed when there were limitations of computer power. Additionally it's very hard to model the real war in all it's complexity and diversity. And also there is a question of scale. I.e. in Age of Empires you fight with states, but on map it's just a neighbor villages level.

Moreover classical RTS games lack of tactics. The problem was partially solved in Warhammer: Shadow of Horned Rat, Dark Omen and Total War games that grew from them. These games have introduced tactics but there were no base building and economy. Total War games got turn-based strategic map, and still Total war has very weak political/diplomatic system. Turn-based strategies (and of course it's started with Civilization) managed to model elements that RTS games lacked: trading, diplomacy, culture.

So, I want to make a "classic" RTS game with base-building, but fuse in it new elements: tactics, economy, trading, religion, innovations, culture, climate.

intro.png.e5ee98c4b83f082c862221e553142bb0.png

It's experimental project where I want to test how different things work together. I've started the it using Python and SDL2 for graphics. And if in next several months I'll get satisfactory results, I'll migrate to C++. It will be 2d and will have primitive graphics. I can't do good graphics and I want to make emphasis on mechanics.



1 Comment


Recommended Comments

Looking forward to seeing what you come up with, I always loved RTS games, so it would be nice to see a variation on the usual formula. :)

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By ggenije
      Important: I am trying to realize in scrtach which is performance very low due to it's "virutal level" scrtach->flashplayer->java...
      Also i'm new to this forum so i'm sorry if I missed group (like last time)
      Like a title is saying:
      I have project ,and I get negative feedback on it because some people need 30 min to complete it (what is the planned time)
      but problem is that some people need EVEN 5 hours…(game is incremental/idle/upgrade type so it's important to keep same time ...)
      ———————————————————————————————————————-
      Of course people with slower computer will have less fps so game will be slower for them,
      so I have created TimeDelta system for each frame to calculate something to do per second
      for example
        Update(){move(TimeDelta*speed)}  so that mean it will be moving speed number of pixels(or units) per second so it will be same for almost each user.

      But problem is next:
      I have to change ySpeed by jumpPower (#PlayerJump in my project)
      when any jump button is pressed
      then in each frame decrease ySpeed by gravity it is(-10 * TimeDelta)
      but when someone have lower fps it will have higher TimeDelta and will fall faster but with same jump it turns out to jump significantly lower that changes core of game
      BUT even worse if fps suddenly in moment of jump then timeDelta would be 1 so player will jump much much MUCH higher , then fall much slower because timeDelta changed in meanwhile…(and the point of my game is about upgrading jump not complete game in first fps drop)


      —————————————————————————————————————————————————————

      Then I got an idea to fix TimeDelta (like in unity for rigibody) so it will be rounded like
      if calculated TimeDelta is 0.01834 it will be 0.02 fixed
      if weaker computer is using it the TImeDelta will be 0.143 so runded to 0.14 and so on…

      I did not manage to realize it… i tried to calculate it before main initialization of game objects
      but I'm afraid to fps will drop in moment that is calculating so it will be much diffirent…
      I was trying with empty loop(400)(in scrtach even this is taking time) to calculate it but i'm not sure is it right

      So is there good way to realize this fixed TimeDelta
      I only have timer function to use and time difference between frames
       
      This_is_the_link_for_the_game
    • By Erik Nivala
      Hello everyone,
      I have been programming games for about 3 years now mostly in Unity/C# (alot of my knowledge comes from youtube tuts) and now i feel kinda stuck and don't really know what i should learn/improve. My goal is it to get a job as a Gameplay programmer and i feel like a big problem is the code structure. So i was wondering whats a good way to improve that ( where can i learn good practices and code structure). Are there any good open source projects that i can look at and learn from? Since it doesn't really help if i just look up random open source projects since i won't really know if they are good examples.
      Also maybe someone has some good advice because i want to make games and want to make games with other people but every hobby project i join ends up abandoned.
       
      Thanks for any answers.
       
       
    • By LukeCassa005
      I'm writing a rendering system for our in-house game engine. My idea at first was to include only a Vulkan backend,but then Apple refused to port vulkan to MacOs and Microsoft relased their DXR raytracing for DirectX12. There is stil Radeon Rays for vulkan, but DXR is directly integrated with the graphic API. So we were thinking of a multiple backend rendering system with Vulkan for windows and Linux, Directx12 for Windows and Metal2 for MacOs. But this system would lead to an incredible amount of code to write than a single API, so my questions were:
      Should we stick to a Vulkan and maybe use a translation layer like MolteVk to port it to macOs ? Is it worth tl write the multiple APIs renderer ? Should we write a different renderer for each platform and then ship separate executables ? (Sorry for possibly bad English 😁)
    • By Pancake Studios
      Hello guys,
      My name is Quinn and I'm new to the forums here.
      I've made my first game for android, google play and I would love to get some HONEST feedback! 😃
      Spooky Driver is a car racing game and it's the intention to pass as many cars as you can without crashing.
      Here is the link to my game on the google play store:
      https://play.google.com/store/apps/details?id=com.PancakeStudios.SpookyDriver
      Features:
      ★ NO annoying banners!
      ★ 100+ cool cars to choose from!
      ★ Play to gain new awesome cars and medals!
      ★ Three themes (forest, street and sea).
      ★ Top ten ONLINE highscores! 🙈🙉
      ScreenShots:
    • By Armando Alonso
      This is a game concept i made for the gmtk game jam over the weekend, check it out here: https://piranha305.itch.io/kingdom-battle, is this a game idea i should keep pursuing, right now in it's current version it's pretty basic, but it could be expanded on with more unit types and a multiplayer system, but i don't know if i should invest the effort? also right now the art it's using if from kenny.nl assets, but i'm im gonna roll with the idea, i'll probably get the art remade.       
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!