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RTS #108227
01/20/07 03:34
01/20/07 03:34
Joined: Dec 2006
Posts: 34
C
Camelmiester Offline OP
Newbie
Camelmiester  Offline OP
Newbie
C

Joined: Dec 2006
Posts: 34
I'm a noob. Do you guys think a noob starting an RTS is a good idea? ...........

Re: RTS [Re: Camelmiester] #108228
01/20/07 13:54
01/20/07 13:54
Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
Damarus Offline
Member
Damarus  Offline
Member

Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
its probably not a good idea to start with something like that start with a shooter thats easier to make.

cheers

Damarus

Re: RTS [Re: Damarus] #108229
01/20/07 14:36
01/20/07 14:36
Joined: Aug 2005
Posts: 1,185
Ukraine
Lion_Ts Offline
Serious User
Lion_Ts  Offline
Serious User

Joined: Aug 2005
Posts: 1,185
Ukraine
what kind of n00b?
you may do that, just start from work on AUM's rts example (can't remember #) and search for Orange Brat's rts code, C&C code by Realspawn, etc...

Re: RTS [Re: Lion_Ts] #108230
01/20/07 19:51
01/20/07 19:51
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
Serious User
AlbertoT  Offline
Serious User
A

Joined: Oct 2006
Posts: 1,245
If you like programming and you are not a good artist, then an RTS is the best
choice
I am one of them ,I make RTS and RPG only
well lets say fragments of RTS and RPG

Re: RTS [Re: AlbertoT] #108231
01/21/07 17:31
01/21/07 17:31
Joined: Dec 2006
Posts: 34
C
Camelmiester Offline OP
Newbie
Camelmiester  Offline OP
Newbie
C

Joined: Dec 2006
Posts: 34
Thanks

Re: RTS [Re: Camelmiester] #108232
01/22/07 20:18
01/22/07 20:18
Joined: May 2005
Posts: 155
C:\Program files\GStudio6
alphaindigo Offline
Member
alphaindigo  Offline
Member

Joined: May 2005
Posts: 155
C:\Program files\GStudio6
i agre RTS is for thoes who can program confidently and you will probably have to do more problem solving as ther are only about 3 RTS tutorials...


beware the sock! - tLempoary...
Re: RTS [Re: alphaindigo] #108233
01/23/07 04:17
01/23/07 04:17
Joined: Aug 2003
Posts: 716
Canada, Toronto
thegamedesigner Offline
User
thegamedesigner  Offline
User

Joined: Aug 2003
Posts: 716
Canada, Toronto
I agree that starting an rts as one of your first projects is going to need a lot of problem solving. Your going to need pathfinding, formations, scattering, AI, multiplayer (which is a huge pain), and many, many other things. It took me five years to figure out that sometimes (not always) its better to work on fun quirky games, rather giant monster games, since I never listen to that "Start small, make something boring" crap.

However, if your set on making strategy games, I will offer one piece of advice.
Think about making an RTT (wikipedia it) a Real Time Tactical game. Like the battles in total war, or empire at war, or knights of honor or many others.

Its only a battle, it can be done (if you design it well) without pathfinding, too much complex ai and has many less systems to make. You can tie the different battles together in anyway you want (a map is normal, but you could use a story, a card game or even I once tried a sidescroller). It lets you make simple ai and units and combat and movement, and then because these are simplier you then get to have fun making cool stuff, or making better ai and adding pathfinding but after you made the simple game so it allows you to learn before taking on the big guys.

Two misc things: 1: Dont add online multiplayer 'till you have made a single player game and feel up for it. Its a hard thing to do and can very much spell doom for a project because it needs to be done before everything else. Try making a lan game if you want, those are much more easy and they let you learn how to design a game for multiplayer, both code and design-wise.
2: Make you map filled with stuff, but not things that need pathfinding. shallow rivers, ditchs instead of walls, high grass, forest, even passable scattered standing rocks can be done, with the right glide code. I made a tank game with all sorts of crud, but I made code for the tanks crashing through it, and going slower and getting stuck sometimes, but for your first project, dont tackle pathfinding or multiplayer, these are things that you get sucked in to, and say "But I need them" and for a early project, you dont. I make my units ignore_models in their move in most of my projects, and just make a few bits of code that cause them to scatter and not stack on each other, it really helps in crowd pathfinding, and the game is still fun.

Have a good time game designing,
work hard.

thegamedesigner.


My games - www.spyeart.com
Re: RTS [Re: thegamedesigner] #108234
01/23/07 16:59
01/23/07 16:59
Joined: May 2005
Posts: 155
C:\Program files\GStudio6
alphaindigo Offline
Member
alphaindigo  Offline
Member

Joined: May 2005
Posts: 155
C:\Program files\GStudio6
to help with pathfinding in my game the units are aranged int formations (using arrays.. thats something you need to learn) this means that the unit only has to do pathfinding one for a group of about 6-10 units then the units find thair way to the start of the path, walk it and then find their way to their position in the squad again.. like in Dawn of War ...


beware the sock! - tLempoary...
Re: RTS [Re: alphaindigo] #108235
01/27/07 17:34
01/27/07 17:34
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
Serious User
AlbertoT  Offline
Serious User
A

Joined: Oct 2006
Posts: 1,245
its better to work on fun quirky games, rather giant monster games

Good suggestion


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