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54 votes

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

I would like to challenge the framing of the primary thrust of this question: the notion that "flat" design is a good idea. Game design is really not that different from plot structure in narrative ...
  • 25.9k
35 votes
Accepted

Minimum Viable Product for RTS game?

Real-Time Strategy is a genre which actually combines multiple games in one. You have a management game (resource management and build orders), a puzzle game (building a base with a functional yet ...
  • 113k
34 votes

Help resolve territory acquisition design difference of opinion in MMO RTS

This is opinionated question. It can be fun either way and boring as well. Only you (together) can decide what you like best and have a better chance of implementing well. Start playtesting! It does ...
  • 10.1k
26 votes
Accepted

Fair combat system for new players on RTS game

At this point, there were good examples of preventing lowling bashing, so I want to suggest a different approach: encourage the protection of lowbies. The only High level player's dangers are ...
  • 1,312
25 votes
Accepted

RTS game unit structure

A common approach is to have a component-based approach where the base-class "Unit" just implements the most basic aspects all units have in common, while each unit then has a list of multiple ...
  • 113k
21 votes
Accepted

Help resolve territory acquisition design difference of opinion in MMO RTS

Clearly, your business partner feels very strongly that your approach has some deep flaws and just won't work. If they didn't, they wouldn't be suggesting starting from scratch or abandoning the ...
18 votes

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

Very good advice in comments (which got moved into chat). I'll just add, since I'm in the middle of implementing such "flattening" into my RTS (Knights Province) right now. Classic strategies are ...
  • 10.1k
16 votes
Accepted

How is RTS Local Avoidance Done?

It seems like what you're looking for is the Optimal Reciprocal Collision Avoidance algorithm. The preceding paper is also worth a read. Although the paper may be a bit involved the theory behind the ...
  • 2,038
16 votes
Accepted

Fully dynamic KD-Tree vs. Quadtree?

KD-trees are definitively not dynamic enough to be considered, honestly. Moving a few units can easily require you to rebuild the whole KD-Tree. Plus, a KD-tree is very efficient for queries, but ...
  • 1,035
14 votes
Accepted

How do I efficiently send RTS unit selections over the network?

There is no reason to communicate over the network when the player selects units, because in most games just selecting a unit has no game-mechanical consequences. So this is an information which isn't ...
  • 113k
14 votes

Minimum Viable Product for RTS game?

What would be the MVP for SC2...? If the answer were generally known, don't you think there would be a lot more competition to SC2 out there? SC2 is the product of countless hours of design decisions;...
  • 29.2k
14 votes

Maintaining unit formation while following path

My approach would be: Designate one soldier of the formation "the leader". (this does not necessarily need to be the actual commanding officer of the formation. You can pick any soldier. ...
  • 113k
13 votes

Force new players to play tutorial?

A good tutorial is one where the player doesn't realize it's one. Work on your new user experience to introduce the complexity of the game gradually. After giving the player access to a new game ...
  • 113k
12 votes
Accepted

Pathfinding: Tile-Based Navigation Mesh

Yes, navigation meshes are still applicable to tile based games. Although, they would primarily be used as a optimization. For example, I've converted the lower left of your image to use a navigation ...
  • 72.8k
12 votes

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

Rule number one for multiplayer netcode design: Anything that matters for gameplay should be calculated server-sided. Never trust the client. The client is in the hands of the enemy. You can not ...
  • 113k
11 votes

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

Ideas for removing micro from the game : No units at all (at least physically present in the game) : you win by spreading your control over areas like in the Go game. You have units but you can't ...
  • 1,210
11 votes

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

Option 3: The client sends a click event to the server, the server decides where this click event has landed, decides if there is a hit or a miss, then applies the damage and sends the updated world ...
  • 15.8k
10 votes

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

Break movement into two steps Select a position on a 2D X/Z plane located at the entity's current Y position. Set the offset (up or down) from that plane. This is similar to how Homeworld, one of ...
  • 72.8k
10 votes

Fair combat system for new players on RTS game

Base building and drop-in multiplayer are two features which don't go very well together. One option is to allow new players to progress very quickly. Give them the tools and resources to defend ...
  • 113k
10 votes

Help resolve territory acquisition design difference of opinion in MMO RTS

TLDR; From a game design perspective. The complete, consistent, and well understood model beats out the incomplete model with unresolved (or unresolvable) technical or conceptual issues. Based on ...
  • 201
9 votes

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

Following answer is based on own RTS experience, which visually aligns with Age Of Empires and other RTS games Nowadays there is not one, but 2 Fog Of Wars (FOW) Static FOW is simpler (once revealed,...
  • 10.1k
8 votes

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

Fair warning: if you don't find this sort of game play in the RTS world, that means there's a good chance that your market of gamers don't find value in this sort of game. Always be careful with the "...
  • 1,197
7 votes

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

In some cases, it might be possible to rely on the players themselves to build balanced asymmetrical maps by using tile manipulation mechanics. At one end of the spectrum, you can allow the players ...
  • 9,334
7 votes

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

Most RTS games provide you with automation tools to automate some menial tasks, but in many cases these are implemented poorly, as to give you a disadvantage. If you made sure that these systems don't ...
  • 171
7 votes

Fair combat system for new players on RTS game

I'm still thinking of a way to implement a proper, fair combat system between new and existing players Abstracting the answer a bit, there is a more general underlying question: how to make things ...
  • 376
7 votes
Accepted

RTS pathfinding

With RTS pathfinding, your requirements are: You have to compute paths for all selected units fast. The pathfinding must take into account that a path may not be found (blocked) The pathfinding must ...
  • 2,575
6 votes
Accepted

What is the difference between Djikstra and flow fields?

The Fast Marching method for solving the *Eikonal Equation is in fact based on Dijkstra's algorithm. It has O(N log(N)) performance, which is fine for small grids but can be improved on for larger ...

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