Greetings everyone

Recently I finished this demo for a sci-fi RTS game, I wanted to have a preview of the basic idea for my project. Now I will take a time to document all the files and later Im going to seek for people to help. So feel free to coment and tell me what do you expect of a game like this:
In the default nexus of 30, the executable only loads the user´s army, so until I find out how to increase it to 200 im not uploading the exe.

There will not be buildings or resourses to deploy, instead:
The army is divided in battalions, each in companies, and each in platoons.
The basic unit is the platoon, so each small vehicle or five soldiers costs one platoon, four platoons or one destroyer costs one company, and four companies or one battleship or carrier cost a battalion
In the beggining of the level you will select a battalion from a list of avaliable ones.
Each battalion will be a member of a branch, so the companies avaliable to deploy will be only the companies the battalion has.
In each company however, the platoons and other equipment can be selected from the armory of the battalion.
At company and platoon level, you must select a combination of units, and move them later against a suited opponent.
In the level, you cant order your units to attack another, they engage the enemy alone (to add more uncertainty to the battlefield on the ground)











This is actualy the second draft, in the first the level could only support 128 units, now it handles up to 640. (320 per team)

The main idea here will be to avoid the classic rock, paper sissor system, and provide a more dynamic balance.

So the basic layout overall will be unpredictability, predisposition, a preparation for the battle according to your own taste and experience against the units and the combos.

1-I focused on this stage of the project in the deployment of four types of unit, (infantry, tank, transport and destroyer).
2-You can play in a general´s view atop the field or in FPS
3-Enter vehicles
4-order units trough ranks
5-order units to enter transports
6-Change stations inside destroyer
7-Destroy the ship by parts

The game still lacks AI, even pathfinding. (Set in barren wastelands the only thing to avoid is crossfire and entities)

So please comment your opinions, tell me what you think of this deployment idea, share other projects or games you know that sound similar to this one.
And PM me if you are interested in helping.

PD: I didnt used WED or GED, only the script editor. A7Pro 7.86

Thanks in advance

Last edited by FcoElizalde; 08/05/10 18:22.