Questions tagged [rts]

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.

Filter by
Sorted by
Tagged with
0
votes
1answer
21 views

AoE 2 DE - Modding a building to have two page interface

I am using Advanced Genie Editor and currently trying to create a copy of a Krepost and give it a second page of units (like the docks). I have so far been unable to do it as the second page just ...
0
votes
0answers
68 views

Data storage for a large number of independent actors in real-time

Basically I am creating a pretty similar game to this post. It's a large scale real-time strategy game with thousands of units active at once. I'm trying to figure out the best way to store the game ...
5
votes
5answers
212 views

How can I make sure all army compositions are counterable in an RTS game?

Most RTS games I played have some kind of rock-paper-scrissors system that ensure that there is no single best unit you can mass and win with all the time. However this breaks down when players start ...
5
votes
5answers
351 views

Force new players to play tutorial?

We have released our new game to a closed alpha group. It's a browser-based MMO RTS, however some aspects of the game are slightly different from the "standards" you'd expect to see in traditional RTS'...
2
votes
0answers
112 views

Structure for a strategy game

I am making a strategy game like Age of Empires. It's a pretty big project and I need a clear game structure. I have defined a Game_Object class with variables ...
1
vote
0answers
26 views

RTS camera acceleration

I have an RTS game with a camera that can be controlled by either edge-pan, gamepad analog stick or keyboard buttons (WASD). The speed and snappiness are good for the general case, but sometimes feels ...
0
votes
0answers
126 views

Rendering detailed martian terrain for an RTS

I am trying to develop a RTS game that has: Various planets Each planet topology could vary between chock full of craters, to smooth hills and mountains planets In sum each "biome" should be unique-...
7
votes
9answers
5k views

Help resolve territory acquisition design difference of opinion in MMO RTS

TL;DR: My business partner and I disagree about how to implement "territory acquisition" in an MMO RTS we are close to (alpha) launching: My view: Small squares (5m edge) that get larger as you "...
0
votes
1answer
32 views

Unity Items not being removed from list

So I finally perfected my RTS multiple movement. The situation is that the game objects are added into a list in a script bound to the camera called UnitController ...
0
votes
1answer
59 views

Unity RTS Multiple Selection Approacah

I've recently solved the single selection problem but now I want to do multiple selections. I know I need to find two points with the mouse position to draw a box but it just won't work for me. ...
0
votes
1answer
43 views

Unity RTS Single Selection Problem

I am trying to build an RTS game and I have managed to form a way to select a unit using Raycast and the tag system. I made it so that if the object the ray falls onto is of tag "TankUnit" Make so and ...
1
vote
1answer
79 views

How should I update object movement on Client in a lockstep game?

I have a game that I am implementing a lockstep system for multiplayer on an RTS game. Now the server sends update packets at a higher frequency than the clients with new data. What I'm stuck on ...
4
votes
5answers
1k views

Should damage calculation in a competitive multiplayer game be done client-sided or server-sided?

I'm interested in creating a moba style game like League of Legends and need help with a situation. More exactly: I have an item that gives the player 50 Attack Damage or an ability that does 50 ...
2
votes
1answer
109 views

RTS game: How to handle disconnects in a fully connected peer to peer architecture?

I'm currently working on a game in which I am considering implementing a networking architecture as described in this article: http://www.gamasutra.com/view/feature/131503/...
27
votes
8answers
7k views

Minimum Viable Product for RTS game?

I'm in pre-production on a strategy game and am trying to determine if the core gameplay will be fun. A good technique to determine this is to strip the game down to its minimum viable product (MVP) ...
2
votes
3answers
312 views

RTS Attack Formation

If i select a group of units and send them somewhere i form them like the following; If i select them and order an attack, i want three things to happen: High range units should keep the distance ...
4
votes
3answers
360 views

RTS Unit AI: When to let the unit stop (due to local avoidence)

I am developing an RTS-like game, that have units that move and attack. I implemented path-finding and local-avoidance. One problem is when multiple units being ordered to the exact same position, ...
6
votes
2answers
1k views

RTS pathfinding

I'm doing my first RTS game (something like WarCraft 2) in own game engine using Monogame for graphics. I am wondering how can I implement pathfinding for a selected group of units. Movement is tile-...
17
votes
11answers
6k views

Fair combat system for new players on RTS game

I'm working on an idea/concept for a multiplayer game that I want to develop after my functional analysis but I'm still thinking of a way to implement a proper, fair combat system between new and ...
0
votes
1answer
143 views

how to sync clients and local avoidance in mobile RTS game?

I have been making mobile RTS game in Unity look like Clash Royale similarly. Unfortunately, I faced to two big problems. First is two phones(clients) to be synchronized each other in game state. ...
4
votes
2answers
1k views

Fix my Flow Field pathfinding

I'm developing prototype of Tower Defense/RTS game and I've implemented simple Flow Field grid. Here is the example (link). How to use example: First click on S50, this will spawn additional units, ...
3
votes
0answers
75 views

What can make a character better in combat when overwhelmed? [closed]

I am designing a medieval themed RTS game and want a unit that performs better than a regular unit would when outnumbered or against better units making them slightly resistant to good enemy tactics. ...
1
vote
0answers
42 views

How can I reproduce the physics that we can see in Dawn of Titans?

I'm working on a hobby RTS project and I want to implement collision physics between soldiers like in the mobile game Dawn of Titans. Here is a video reference https://youtu.be/Fnpot2NeJl8?t=341 How ...
6
votes
1answer
136 views

Group path following

A path is defined as a list of positions for units to follow sequentially to navigate terrain. For example, ...
1
vote
2answers
386 views

Balance an RTS to make a unit twice as good

I am modifying an RTS game (Rise of Nations) and want to make a unit twice as good and expensive as it's previous version so the balance is unaffected. When I try to do it, I assumed that if I ...
2
votes
1answer
547 views

Game AI architecture for a RTS game

I am developing a RTS (real-time strategy) game involving robber and cops. I have designed a simple rule based AI system for the robber. Goals of the robber AI: Escape from the cops (robber should ...
48
votes
17answers
10k views

How to create an RTS gameplay experience where all phases of a match are equally engaging without spikes in required concentration?

In games such as Starcraft Brood War, players at the start of the game don't have as much to do compared to later on when they have to manage multiple battles and multiple bases at once. This means at ...
0
votes
0answers
986 views

RTS Networking in Unity: Client-Server vs. Lockstep

I am trying to make a RTS game in Unity, and I've got a few non-networked features working and so I want to start working on the multiplayer aspect so I don't dig myself into too deep a hole with ...
0
votes
1answer
599 views

How to handle collision when using sprites in a 3d environment in Unity?

In games like AoE2, they've used sprites for the buildings and they've handled the collisions very well. How would I achieve something like that in Unity? Currently, I've tried using box colliders ...
6
votes
3answers
585 views

RTS Balancing for Units with Different Costs

I am creating a space-based RTS. So far, we have three units: Fighters (cost 5 resources) Interceptors (cost 20) Rocket Ships (cost 40). I've designed this game in a Rock-Paper-Scissors format (...
2
votes
1answer
107 views

Selecting objects

I'm having some conceptual difficulties understanding an efficient and clean way to implement multiple object selection behaviour in game. Think of an RTS in which you can select different kinds of ...
0
votes
0answers
62 views

A* move to excact position, if close, otherwise approach

I'm using the A* project from http://arongranberg.com/ and have this annoying problem, that I'm incapable of solving. When walking to a destination, I want my units to just get close to the waypoints ...
-1
votes
1answer
109 views

How to smooth viewport panning when using minimap (in typical RTS)?

Let's take typical modern RTS game which features a large map (say 256x256 tiles). There's also a minimap in the GUI, typically up to 256x256 pixels in size. (Let's take these numbers for upcoming ...
1
vote
1answer
97 views

Networking in a strategy, city management game

I'm developing a city management mobile game with its' share of multiplayer elements (leaderboards, achievements, social interactions). It's built using Unity and GameSparks as a backend. I'm a little ...
1
vote
1answer
283 views

Simple Line Formation

I'm working on the first formation for my game's troops. These should simply stand on land, facing the same direction. To achieve this, I tried to create offsets towards a pivot-unit, that is ...
0
votes
1answer
140 views

Get closest Child to cursor

I'm currently rewoking my RTS cover system. This should highlight the closest coverspots from my mouse cursor and sent the units to these locations. everything works, but I can't get the closest sport,...
1
vote
0answers
137 views

Explain Reciprocal Velocity Objects to me

This is follow-up on this question (Unit collision avoidance for RTS) I'm developing an RTS. I'm having difficulty with collision detection... I looked up RVO and it seems like the correct solution, ...
1
vote
1answer
1k views

Unit collision avoidance for RTS

I'm developing an RTS, and having a little difficulty with collision detection. From what I understand RTS generally don't bother with collision detection and just try to avoid collision, and that is ...
0
votes
2answers
904 views

Placing units on isometric map (2D)

I'm making a map editor for further RTS game (2D), something like the first StarCraft Editor. Terrain tiles will be a rhombuses. So I'll probably just make an 2D array with intigers, that corresponds ...
7
votes
3answers
2k views

How do I efficiently implement Fog of War in a Real-time Strategy game?

How is fog of war implemented in RTS games such as StarCraft II or Age of Empires? I'm making an RTS, and plan for every unit on the field to have circular vision up to a certain radius. My first ...
0
votes
2answers
258 views

Best practice for RTS accuracy/aim

As I'm developing a RTS game set during the Napoleonic Campaign, I've got a question about the best method to implement 'bad aim' for the AI, as the accuracy of muskets were quite terrible back then. ...
0
votes
2answers
142 views

Game Design: Colour units per team or per unit type?

In an RTS game where the units are viewed from the top so that they appear relatively small on the screen: What would be the best game design? Colour the units per team, for example: enemy is always ...
3
votes
1answer
540 views

How does Hierarchical Pathfinding deal with obstructions in the same chunk?

Aigamedev.com provides this visualization of HPA*: All the nodes within the same chunk connect to each other. What if there was an obstruction between nodes in the same chunk? For example: What ...
1
vote
2answers
236 views

when to do A* pathfinding?

I'm trying to build my first game, a really simple RTS like Age of Empires but I have a question about pathfinding. When do this kind of games usually do pathfinding? I've read some games do a ...
10
votes
3answers
2k views

How to handle RTS Click-And-Move in 3D Space?

How can I handle the click-and-move in a complete 3D space? It is easy to handle on a 2D plane by a simple raycast, but this is not the case in 3D since there is no end-plane for a raycast to get an ...
10
votes
4answers
2k views

How can I ensure procedural levels in an RTS are fair?

I've seen that symmetry and coherance is important in RTS level design, but I'm lazy and want to do procedurally generated levels. How can I ensure I generate a fair playing field when procedurally ...
3
votes
1answer
166 views

Correct order of entity updates and collision detection

I'm trying to simulate a number of units walking in a single file. My update loop looks like this: ...
2
votes
1answer
1k views

How should I implement a timer in a strategy game?

I'm developing a real strategy game for Android and want to implement timers. Those timers will represent the time remaining until some building is finished. Say that i have a building in ...
18
votes
2answers
4k views

RTS game unit structure

I want a way to make a lot of different units without having to program stuff like moveTo and Attack actions more than once The way I see it, there are 2 ways I can do this. A single generic Unit ...
3
votes
1answer
86 views

Efficient movement of units to different points with different speeds

I have a series of units and have been given 2d points that they must go to. However they are free to go to what point they like as long as all the units get to all the points in the quickest time ...