Consider the following situation: you are developing a RTS, with different races opposing each other, with different kinds of abilities (e.g. Starcraft). How should I go about in balancing the damage, ...
There are a lot of classic game engines out there (Real Time Strategy, Turn Based, etc), of which you can find countless variations. All of them have a basic starting point which involves units, ...
So I have a factory that builds a unit over time. The unit costs mass. Mass is stored as a floating point variable, and is constantly generated over time. Example, I have a resource node that gives 5 ...
Disclaimer: I'm first a programmer and then an RTS gamer. This means I'm a complete and utter newb in terms of patterns, best practices and glossary of technical terms on the game dev world. Since I ...