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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0answers
89 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-...
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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 "...
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1answer
30 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 ...
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1answer
47 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. ...
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1answer
29 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 ...
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1answer
68 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 ...
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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 ...
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1answer
99 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/...
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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) ...
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3answers
240 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
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3answers
277 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, ...
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2answers
926 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-...
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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 ...
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1answer
128 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
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2answers
937 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
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0answers
73 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. ...
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0answers
39 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
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1answer
126 views

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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2answers
368 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
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1answer
504 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 ...
47
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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 ...
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0answers
901 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 ...
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1answer
499 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 ...
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3answers
511 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 (...
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1answer
100 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 ...
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0answers
60 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 ...
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1answer
104 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 ...
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1answer
93 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 ...
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1answer
262 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 ...
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1answer
130 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,...
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0answers
127 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, ...
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1answer
927 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 ...
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2answers
848 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 ...
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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 ...
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2answers
254 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. ...
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2answers
138 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 ...
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1answer
462 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 ...
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2answers
222 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
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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 ...
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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 ...
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1answer
162 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: ...
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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
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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
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1answer
85 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 ...
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1answer
847 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
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1answer
220 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 ...
6
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1answer
980 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
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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 ...
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1answer
90 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
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1answer
453 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 ...