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Re: RTS game development [Re: Damocles] #181839
02/06/08 19:06
02/06/08 19:06
Joined: Feb 2008
Posts: 1
G
Geom Offline
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Geom  Offline
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G

Joined: Feb 2008
Posts: 1
Hi AloC83,

Yes, RTSs are tons of work to write. There's animations, unit state behavior, usually a complex GUI, pathfinding, and networking to name a few. Pathfinding is more complex than some other genres because you usually need point-to-rectangle pathing, rather than just point-to-point pathing, for example when a unit goes to attack a building (a rectangle).

I originally thought I could write Orcs vs. Martians in under a year, by keeping the gameplay simple. I was definitely wrong. There's just so much infrastructure to write. Not to mention time spent learning the tools, libraries, and engines used. IMO Damocles' numbers sound pretty reasonable.

It is a fun genre to work in though. Good luck!

Re: RTS game development [Re: Geom] #181840
02/07/08 17:09
02/07/08 17:09
Joined: Sep 2007
Posts: 1,093
Germany
T
Toast Offline
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Toast  Offline
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T

Joined: Sep 2007
Posts: 1,093
Germany
Well just have a look at the Spring Engine (where I am making A MOD for) and its source code to get an idea of what efforts you'd have to face (you'll find some info and links HERE).

Imo as "non-major programmer" you pretty much have to trash the idea of creating a RTS game all by yourself. All this client/server system, keeping everything synched and some of the most complex pathfinding routines of all games will take you down otherwise...

Enjoy your meal
Toast

Last edited by Toast; 02/07/08 17:10.
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