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.
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How to make ranged RTS units move to their firing range from an opponent using flow fields?
I am trying to make a simple real-time strategy game (only the battle system of units fighting each other; no building, no economy, only battles and victory). I am using flow fields to make the units ...
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Correct palette vs player color RGB combination
I'm trying to replicate a RTC game as a pet project. The thing is, the units have a .BMP palette. From index 0 to 63, palette colors will be combined to the player color, since that parts of the unit ...
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Triggering Enhanced Input Actions via inputs with modifier keys (Shift/Alt/Ctrl) in UE5
This question refers to the use of enhanced input in Unreal Engine 5. Whenever I say "modifier", I refer to modifier keys such as Shift, Alt, and Ctrl (rather than the Input Modifers such as ...
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How to implement 3D visibility checks with terrain occlusion in an RTS?
Some RTS games, for example games built on the Spring RTS engine, implement a visibility/detection system that checks both whether a hostile unit is within the detection range of a friendly unit, and ...
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How do some RTS games efficiently compute the launch angle of projectiles to hit moving targets, accounting for gravity? [duplicate]
Some real-time strategy games, notably Total Annihilation and Supreme Commander among others, have simulated projectiles that travel along realistic-looking parabolic arcs to reliably hit moving ...
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How to shift focus of RTS gameplay from manual dexterity to strategy? [closed]
I am doing an exercise where I have to make a board game where the win condition relates to area control. I decided to make a real-time game where players have to control certain key points at the end ...
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How do I modify parts of a texture on a quad?
I am programming a Real Time Strategy game, and I was wondering how I could retexture one part of a terrain quad to change a texture in the position where I click at. For example, if I clicked in the ...
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How to generate terrains in real time?
I am trying to make a terrain editor for my Empire Earth OpenGL clone engine. Are there any articles of how to generate terrains in real time? It would be cool if it had pseudocode, even cooler if it ...
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Maintaining unit formation while following path
I'm currently working on a 2D Age of Empires style RTS game.
Here's my problem:
I'm currently using the A* algorithm (via Path finding package) to move my units.
When you select a "group" of ...
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GGPO / peer to peer winstate
How do games using GGPO (or maybe peer to peer in general) like Guilty Gear determine a winner? Just reporting a winner consensus might work with many independent players per lobby, but in e.g. a 1v1 ...
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Do we need an ackowledgment packet in deterministic TCP multiplayer game?
I am trying to implement a deterministic game after having read 1500 archers on a 28.8. The simulation uses fixed-point math and the client only sends commands to the server which sends back the ...
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Network mechanism for an RTS multiplayer game
I'm writing a real time strategy game in Rust. In this game each player controls one of two armies facing off on a battle zone. To better understand the gameplay, my project is an open source version ...
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How to calculate distance for A* when searching a path on navmesh?
I've read a couple of articles on Navmesh+A* navigation.
So, I'm trying to implement a pathfinding for an RTS type of game. However, it seems I don't understand how to calculate a distance for A* when ...
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Approximating off-screen action efficiently in a simulation game?
I have a character building constructs all over a pretty large map. My game blends elements of RTS and fast paced action in a room-based environment where players can only see one room at a time.
I ...
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How to handle "identity" of unit/building types within an RTS context?
TL; DR: How do I give unit and building types a unique "identity" without turning my codebase into a mess?
I've been reading the genius Game Programing Patterns and it's made me very (...
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Space out units to a grid pattern
So imagine an RTS game, with ~150 units all cramped together, just staying chill.
What I would like is to "space them out" so that they d form a grid. This is useful for example when a large ...
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How could I simulate projectile collision agaisnt RTS units with primitive colliders?
For example, humans are easy they are just capsules. But for cavalry, an arrow could hit the horse or the rider. Right now cavalry are also capsule colliders for unit-unit collision, but for ...
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How can I create the arriving/ engaging in combat movement like in StarCraft 2?
I currently have two armies (smaller scale) crashing into each other. They will usually form a line of units fighting. I have no idea how to handle a unit coming from behind the line to properly go ...
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How can I improve the current enemy spawning system for my strategy game
I'm currently making an RTS game for mobile where mini battles would take place on tiny battlegrounds.
The problem is that currently the player is spawning its units based on a currency system, ...
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How to have RTS units move along un-even terrain?
My current world is a flat 2D plane.
I want to make the terrain 3D, like hills, bumps, etc. If I tell a unit to go to a position (x, y) in 2D, how do I make sure ...
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How to assign an index to different node clusters? (for pathfinding)
Hellow~
So for a bit of context: i'm currently working on a RTS (way above may league) which already has a level editor and a node grid which maps the terrain, i previously make a navigation system ...
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Client/Server state synchronization for RTS
How can I perform state synchronization using client/server networking in an RTS similar to Starcraft 2 and Planetary Annihilation?
I'm assuming the server has to do some sort of rewinding time to ...
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Handling complex selection mechanics in RTS-style game
When we look at complex RTSs where a simple left button mouse click can mean twenty or more different things, depending on the game and UI state, the code handling this interaction and assigning the ...
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How do I control multiple Pawns without possesing them (RTS style)?
I am making a multiplayer RTS but I have a problem controlling spawned units (let's call them Vessels), specifically moving them around with AI MoveTo bp.
Vessels ...
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Proper way to handle timers at scale
At scale for multi-users, what is the proper way to implement timer updates?
I'm making a game where Users have buildings to upgrade which involve timers (Yes I know there are plenty of questions ...
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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 ...
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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-scissors 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 ...
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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'...
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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 ...
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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 ...
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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-...
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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 "...
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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 ...
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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.
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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 ...
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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 ...
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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 ...
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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/...
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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) ...
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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 ...
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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, ...
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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-...
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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 ...
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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.
...
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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, ...
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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 ...
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Group path following
A path is defined as a list of positions for units to follow sequentially to navigate terrain. For example,
...
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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 ...
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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 ...
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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 ...