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.

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 ...
1
vote
0answers
113 views

How to improve my RPG/RTS pathfinding AI?

Recently encountered this path finding problem while doing a RPG game. I am using Godot engine and pathing with A* and small cells. I also searched some other algorithm or technique like flowfield or ...
2
votes
1answer
86 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) ...
1
vote
3answers
170 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
181 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
761 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
115 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
831 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
69 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
37 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
118 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
338 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
460 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 ...
46
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
789 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
396 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
457 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
98 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
59 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
96 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
89 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
230 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
93 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
121 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
816 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
806 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
243 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
132 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 ...
2
votes
1answer
391 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
219 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
155 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
84 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 ...
1
vote
1answer
794 views

Scene Graph: Does anybody have a real world example?

I'm trying to wrap my head around how scene graphs work, and how to apply that to my game, in the context of all my game objects, including assets, cameras, units, shaders, etc. All I can find are ...
4
votes
1answer
213 views

2D Map Editor Tiles Palette - Best suited Java Elements to use?

I'm making a 2D RTS Map Editor and here came the moment to make a Palette which is just a popup frame showing tiles to be clicked on and then applied on the map. I'm wondering which Java Elements to ...
5
votes
1answer
953 views

AI pathfinding in mostly-free space

I'm working in an action/strategy proyect. Consider it a RTS game. The game is in 2D (with LibGDX), and I have a lot of soldiers moving along. Now I have to implement the AI. Let me say some things ...
7
votes
2answers
1k views

RTS: Unit sight in fog of war

I am making an RTS game, and like most RTSs, you can see what's going on in a part of a map only if you have a unit over there. I have few ideas how to accomplish this, but there are problems with ...
1
vote
1answer
81 views

Detecting Groups for Formations

In Starcraft 2, unit formations are created when a "group" is generated from a command. Generally, the rules for a group are: All units in the group are in the same spatial "clump". All units in the ...
1
vote
1answer
430 views

Pathfinding with differently-sized objects on tile map [duplicate]

It's my first RTS game and I'm having trouble finding out how to make infantry take less space than tanks. Right now I have 1 tank and 1 infantry type ready with sprites, pathfinding, selection and ...
1
vote
0answers
131 views

Efficient Collision detection for polygons (fleet) in an RTS

I'm trying to make an RTS for android using libgdx. I would like to have collision detection to be able to detect ships inside the range of weapons and collision between my bullets and the ships. So ...
6
votes
1answer
745 views

What is the difference between Djikstra and flow fields?

I understand flow field pathfinding (as illustrated in recent Gas Powered Games titles) consists of 1) computing a vector field covering the map for a given destination, 2) deriving unit directions ...
13
votes
4answers
6k views

How is RTS Local Avoidance Done?

Currently, I'm simulating physics impact forces for local avoidance of units but this method sometimes pushes units out of formation and has very undesirable effects when units clump up. For RTS ...
-1
votes
1answer
136 views

How do I calculate force from collision between 2 rigidbodies in 2D?

I have a physics engine based on the Game Physics Engine Development by Ian Millington. In chapter 7.1.1, it provides the formula: V = (pA.Velocity - pB.Velocity) * (pA - pB).normalized where V is ...
1
vote
1answer
663 views

Collision, triggering, and range detection in an RTS. What are the optimal solutions for unit spatial awareness?

I've finally ran into the problem of multiple triggers and collisions within my 2D RTS. Up till now I've been using unities sphere colliders as a way of simulating spatial awareness. To trigger when ...