Real-Time Strategy. A game played live (ie not in a turn-based structure), where the objective is to build a base and conquer other bases.
17
votes
4answers
612 views
Tricks in game mechanics to avoid dealing with network lag compensation?
Implementing network lag compensation is hard, how to avoid it?
Maybe it's possible to use tricks and build game mechanics in such a way that lag would be percieved as a non critical or even as a ...
14
votes
2answers
1k views
RTS Game Protocol
I've been thinking about a multi player RTS game. The part that I can't seem to get around is keeping unit movement synced. If I move unit A to spot XY, I have to communicate that back to server that ...
14
votes
5answers
1k views
2D tycoon games vs. 3D tycoon games
I fully accept that this could be just me, but I can't help but notice that I have never become addicted to any 3D tycoon or city-building games but I have become addicted to many older 2D tycoon ...
10
votes
6answers
442 views
Constant resource drain for strategy game
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 ...
10
votes
1answer
757 views
Fog Of War - XNA
I'm creating my own top down 2D RTS game for personal educational purposes. Currently I really just copying Starcraft's design/ideas. I've decided I should probably implement Fog Of War too.
Let me ...
9
votes
2answers
371 views
Boat passing under a bridge in a 2D tile based RTS
I'm writing a 2D tile based RTS. And I want to add a 'pseudo 3D' feature to it - bridges over the rivers.
I havent't start any coding yet, just trying to think how it fits the collision detection ...
9
votes
2answers
750 views
How do I implement group formations in a 3D RTS?
I managed to get pathfinding work for a single unit, and I managed to avoid agent-agent collision, but now I need to be able to send a group of agents to some location.
This is my set-up so far:
...
8
votes
1answer
1k views
How are “2.5D” art assets created?
By "2.5D" I mean the art style in games such as Roller Coaster Tycoon, Age of Empires 2 or Fallout 1 and 2:
Everything in the games appears to be created with a "pixel art"-like tool. Am I correct?
...
8
votes
1answer
849 views
Best approach for unit enemy “awareness” in RTS?
I'm using Unity3d to develop an RTS/TD hybrid prototype game. What is the best approach to have "awareness" between units and their enemies? Is it sane to have every unit check the distance to every ...
8
votes
5answers
1k views
Properties of good RTS level design?
I saw the general level design question but not much of it applies to building good solid levels for RTS games. Where can i find information on rules and mechanics of RTS level design?
8
votes
2answers
392 views
Manage a large number of independent actors in real-time
I am working on a large scale real-time strategy game - ideally with thousands of units active at once - but I am having trouble managing all of the units at once without it becoming astonishingly ...
7
votes
1answer
360 views
Need help choosing the right networking approach/platform for an RTS
I have been thinking for a while about making an online 2D RTS-like game. (2-6 players in a match, up to 50-60 units, no AI). The key thing here is that I want the game to be playable in a browser, so ...
7
votes
2answers
390 views
Detecting wins in peer to peer RTS games like Starcraft
A typical RTS game is implemented with the standard networking model: peer to peer lockstep.
Consider Starcraft 2, given that Battle.net presumably doesn't know anything about the state of game given ...
6
votes
5answers
1k views
Persistent game where you program your own bot(s) [closed]
I'm looking for an online game with a persistent world where you are allowed to code (and add) your own 'players' (it can be in any language / script).
A sort of RTS but for bots.
Does that even ...
6
votes
3answers
2k views
Which for basic RTS prototype: Unity or Torque?
I'm wanting to test my hand at writing an RTS (something I've never gotten very far with), and so I'm looking for an indie engine that would give me the most success with a quick setup that I can then ...
6
votes
1answer
603 views
Essentials for building a RTS
I was wondering if anyone had any links to good reads or books in regards to things to think about when developing a RTS game, I would have been reading things like ...
6
votes
1answer
384 views
What are some good methods of implementing RTS-style Box selection?
i'm just scouting around for different methods of implementing a typical rts box selection (not the 2D box on the screen, but what units are selected with the box) when selecting units, and would ...
6
votes
3answers
490 views
Networking for RTS games with lockstep using UDP
Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give ...
5
votes
2answers
788 views
What data to exchange in multiplayer real time games?
I am a hobbyist programmer and right now I am curious about what data is exchanged in a multiplayer session in real time games like starcraft 2. I did a bunch of searches. I found gafferongames.com ...
5
votes
2answers
744 views
Implementing fog of war in opengl es 2.0 game
Hi game development community, this is my first question here! ;)
I'm developing a tactics/strategy real time android game and I've been wondering for some time what's the best way to implement an ...
5
votes
3answers
2k views
Free AAA RTS engine SDK?
I'm currently trying out the various free SDKs out there (Cryengine3, UDK, Source) however all of them are mainly designed for FPS games. I was wondering if there are other AAA 3D engine SDKs that are ...
4
votes
1answer
470 views
Efficient physics and collision detection for RTS
I'm thinking about writing my own RTS game and while I'm more or less clear about how the game engine should work, I need some directions as to how to implement physics and collision detection.
Now, ...
4
votes
1answer
140 views
How to balance damage dealt by opponents in a strategy game?
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, ...
4
votes
1answer
157 views
Draw “vision cone” / targetting element onto game world
I'm wanting to indicate various things using a "pie slice" sort of shape as below. Similar to vision cones in stealth game minimaps, or targetting indicators in RTS type games for frontal area ...
4
votes
3answers
421 views
Pathfinding for a lot of units, mostly random movement
I'm using a uniform cost eight-directional grid as a map, with buildings that represent unpassable terrain - the map tries to simulate a top-down flat city. I'm trying to fill the city with randomly ...
4
votes
2answers
445 views
RTS game diplomacy heuristics
I'm reimplementing an old 4X space-rts game which has diplomacy options. The original was based on a relation scoring system (0..100) and a set of negotiation options (improve relations, alliance, ...
3
votes
4answers
3k views
RTS Engine or DotA-like game
Is there any good documented and simple Game engine for RTS games, especially for building DotA-like game?
I know I can use Crystal Space, Irrlicht or another Game Engine. But I need most similar ...
3
votes
1answer
186 views
“Unclutter” units in RTS game
For intentional reasons, certain units in the game I'm currently programming don't have any collision detection and response among each other.
This enables them to clutter right on top of each ...
3
votes
2answers
488 views
Elegant way to handle packet loss in a lockstep P2P RTS?
What's an elegant way to handle packet loss in a lockstep simulation peer-to-peer RTS where only player input data is sent over the network?
For example, let's say it's tick 1000 and player 1 sends a ...
3
votes
2answers
380 views
Is there a library or a framework that handles networking in an RTS?
I'm aiming for making a(n) RTS game with networking so instead of doing tedious stuff like networking I wonder if there is a library/framework that will save me the effort. I intend to make that game ...
3
votes
1answer
1k views
Mental Image of the engine behind an RTS like SimCity/Settlers, what is it?
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 ...
3
votes
1answer
152 views
How do I create a selection rectangle?
I have a basic prototype working with health, resources and units. The problem is: How do I select multiple units? I have an idea of making an rectangle which dynamically extends with the mouse ...
3
votes
2answers
376 views
Does a basic game engine prototyping tool exist, for common game types?
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, ...
3
votes
1answer
688 views
Scrolling the camera when the mouse cursor gets to the edge of the screen
I was wondering if you could help me:
In XNA I have a hexagonal map, and the size of the map currently exceeds the size of the window. There is already code in place to move the 'camera' around the ...
3
votes
2answers
1k views
Help me get my 3D camera to look like the ones in RTS
I am a newbie in 3D game development and I am trying to make a real-time strategy game. I am struggling with the camera currently as I am unable to make it look like they do in RTS games.
Here is my ...
3
votes
1answer
229 views
Tweaking Heightmap Generation For Hexagon Grids
Currently I'm working on a little project just for a bit of fun. It is a C++, WinAPI application using OpenGL.
I hope it will turn into a RTS Game played on a hexagon grid and when I get the basic ...
3
votes
3answers
253 views
frame lock networking
I'm developing an RTS game and I want to add multiplayer support to my game.
I picked the easiest technique to implement for start frame locking technique.
I used server client networking ...
3
votes
3answers
445 views
Basic/research RTS engine/model [closed]
Does a basic/research RTS engine/model exist that can be used as a basis for further experimentation/research? I'd like to avoid reinventing the wheel if possible.
I'm aware of Spring Engine and ...
2
votes
2answers
580 views
Map file format for Real-time strategy game
I am planing to create a 2D RTS game on iPhone using cocos2d, besides the tile map, any other suggestion for storing the map details for the game?
Would be nice if a GUI editor is also provided.
2
votes
2answers
834 views
Framework suitable for 3D RTS ala Homeworld?
I would like to make a game that amalgamates Homeworld and Freespace with inspirations from the novel Ender's game. This is probably not a new idea, but I haven't seen anything that did anything like ...
2
votes
1answer
105 views
How to implement lockstep model for RTS game?
In my effort to learn programming I'm trying to make a small RTS style game. I've googled and read a lot of articles and gamedev q&a's on the topic of lockstep synchronization in multiplayer RTS ...
2
votes
1answer
198 views
UDK Fixed AIController / Pawn Height
[I already asked this question on the UDK forums, without much success though.]
I'm using a class derived from AIController to control my pawn in RTS-style. My problem is that the pawn does not have ...
1
vote
3answers
374 views
Help me choose an engine [closed]
So far i've been trying to make a RTS in pygame but, i feel like 2d is not enough and pygame has me do a lot of stuff that i would not like doing. What i would like doing is working on the AI gameplay ...
1
vote
2answers
421 views
What maps sizes did old 2D RTS games like C&C and WarCraft support?
I'm looking for the size (in tiles) of the maps for the old 2D games Command and Conquer and Warcraft 1 and 2.
1
vote
1answer
128 views
Who should respond to collision: Unit or projectile?
In an RTS if a projectile hits a unit. Who should handle the collision?
If projectile handles the collision, it must be aware of all possible types of units, to know what damage to inflict. For ...
1
vote
2answers
684 views
RTS game engine for iOS/iPhone
Anyone know any free or non-free RTS engine that can be used for iOS game development?
1
vote
2answers
240 views
Deterministic Multiplayer RTS game questions?
I am working on a cross-platform multiplayer RTS game where the different clients and a server(flash and C#), all need to stay deterministically synchronised.
To deal with Floatpoint inconsistencies, ...
1
vote
1answer
920 views
Client-Server RTS networking with lockstep and lag
The peer to peer lockstep networking model would seem to indicate that everyone's input is delayed the same amount. And so this would indicate that everyone would feel the same lag in response to ...
0
votes
3answers
1k views
For making an online multiplayer browser-based game, what tech would be more efficient to use? [closed]
I asked a partial question on stackoverflow, and then realized that this would be the place to get a better answer because this is the game dev website, and you all may know more than the programmers ...
0
votes
1answer
1k views
How to add isometric (rts-alike) perspective and scolling in unity?
I want to develop some RTS/simulation game. Therefore I need a camera perspective like one knows it from Anno 1602 - 1404, as well as the camera scrolling.
I think this is called isometric perspective ...