The RTS Development Thread

For all those games that happen to not be BrikWars

Moderators: Olothontor, Timedude

Postby Olothontor » Wed Feb 16, 2011 7:48 pm

Here are my thoughts:

We use a 3-layer system to handle each aspect of the game; the first layer would contain the map, presumably an array with 3 possible numbers (0 for empty space, 1 for room/hallway, 2 for doors. Any other things can be added later, like traps or the like). The second would contain items, both those lying on the floor in singular or group form, and chests or other loot containers. Third would contains critters, both player(s) and monster(s).

From there, it should be fairly obvious. Read as: "From there, I dunno what to do."
"In a mad world, only the mad are sane." - Akira Kurosawa
-=[ Visage ]=-

Image
User avatar
Olothontor
Clown-Face Bologna
 
Posts: 2484
Joined: Fri Dec 14, 2007 9:29 pm
Location: Lounging in a commercial Starliner of his own design.

Postby thade » Wed Feb 16, 2011 9:33 pm

Olothontor wrote:Here are my thoughts:

We use a 3-layer system to handle each aspect of the game; the first layer would contain the map, presumably an array with 3 possible numbers (0 for empty space, 1 for room/hallway, 2 for doors. Any other things can be added later, like traps or the like). The second would contain items, both those lying on the floor in singular or group form, and chests or other loot containers. Third would contains critters, both player(s) and monster(s).

From there, it should be fairly obvious. Read as: "From there, I dunno what to do."


I still think this'll work better in GML, but you guys stopped giving me feedback when I really needed it, so...
I don't level the playing field, I level the playing field.
User avatar
thade
Cannon Fodder
 
Posts: 456
Joined: Mon Jul 06, 2009 7:23 pm
Location: permanantly trapped in my own twisted imagination

Postby Olothontor » Thu Feb 17, 2011 9:54 am

... Anyone know Python? I can't do any arrays in Construct without hardcoding them.
"In a mad world, only the mad are sane." - Akira Kurosawa
-=[ Visage ]=-

Image
User avatar
Olothontor
Clown-Face Bologna
 
Posts: 2484
Joined: Fri Dec 14, 2007 9:29 pm
Location: Lounging in a commercial Starliner of his own design.

Postby Tzan » Thu Feb 17, 2011 12:24 pm

Olothontor wrote:I can't do any arrays in Construct


Uhmmmm... thats bad.
User avatar
Tzan
Pooplord
 
Posts: 4865
Joined: Sun Dec 30, 2007 4:41 pm
Location: Boston

Postby Olothontor » Thu Feb 17, 2011 4:02 pm

Well, it's kind of a high-brow GameMaker. You're kind of expected to know Python before going in, which means arrays are expected to be hardcoded.
"In a mad world, only the mad are sane." - Akira Kurosawa
-=[ Visage ]=-

Image
User avatar
Olothontor
Clown-Face Bologna
 
Posts: 2484
Joined: Fri Dec 14, 2007 9:29 pm
Location: Lounging in a commercial Starliner of his own design.

Postby ForlornCreature » Mon Feb 21, 2011 1:56 am

Hey, could someone have a go at doing some sprites for me? Olothontor, you're spriting seems really good, would you mind having a go at some ants in this sort of view?:

Image
(This is the sprite I'm using)

Other things I might like would be a dirt tile/terrain map, large grass and a matching anthill to go with it?

I'm just asking, if you're not interested that's ok.
Image
User avatar
ForlornCreature
Jaw-Jaw
 
Posts: 796
Joined: Mon Jun 28, 2010 9:05 am
Location: Animating lego in a dark room someplace in the savage land of Australia

Postby Olothontor » Mon Feb 21, 2011 5:52 am

I can definitely see what I can put together. Never done an ant... might take some reference images, which means more time.

I'm presuming you want black ants from the pic, let me know if otherwise.
"In a mad world, only the mad are sane." - Akira Kurosawa
-=[ Visage ]=-

Image
User avatar
Olothontor
Clown-Face Bologna
 
Posts: 2484
Joined: Fri Dec 14, 2007 9:29 pm
Location: Lounging in a commercial Starliner of his own design.

Postby ForlornCreature » Mon Feb 21, 2011 6:42 am

This is a local ant here in Australia:
Image

It is called the green head ant or Rhytidoponera Metallica if you have OCD like I probably do.

They are approximatelty 5-8mm long I think, or around 1/3 of an inch long. Their nests are normally just little holes in the ground like caves, but if you're gonna have a go at a nest too, it would be better to have a sterotypical mound. You don't need to do too much detail, these will be made quite small anyway. Have a go at some dirt tiles as well if you want, atm I'm just using ones ripped from minecraft. If you really are into it more things to do could be -
-Grass fronds that are to scale
-A waypoint arrow/flag
-Ant lion holes/other insects
-Anything that you feel like
-Scaled ant castes (winged, warrior, worker, queen - The queens of this species are a little bigger but don't have much else different, but you can do whatever species you think looks best though, if you don't like this one, I don't really care, whatever works)
-If you have a look at the cap file I think I posted earlier on the ants need some animated walking sprites (moving mandibles and legs) and when they're stopped they just move their antenna. Some other animations I might want are dead ants which in real life is more like a curled/crunched up ant

...I think that is enough, just remember, this is all optional :lol:
Image
User avatar
ForlornCreature
Jaw-Jaw
 
Posts: 796
Joined: Mon Jun 28, 2010 9:05 am
Location: Animating lego in a dark room someplace in the savage land of Australia

Postby ForlornCreature » Mon Feb 28, 2011 8:11 am

Are you still gonna have a go at ant sprites?
Image
User avatar
ForlornCreature
Jaw-Jaw
 
Posts: 796
Joined: Mon Jun 28, 2010 9:05 am
Location: Animating lego in a dark room someplace in the savage land of Australia

Postby Ogel96 » Mon Feb 28, 2011 7:34 pm

No, he's planning on trying AUNT sprites. Take a look!
Image
My doctor says I have an obsession with vengance. We'll just see about that
My 550th post was "JANE-FREAKIN-GOODALL".
I called the Ghostbusters in my 600th post.
User avatar
Ogel96
Jaw-Jaw
 
Posts: 824
Joined: Sun Aug 30, 2009 10:41 am
Location: Somewhere over the painbow.

Postby ForlornCreature » Tue Mar 08, 2011 2:34 am

Olothontor wrote:
ForlornCreature wrote:I don't think you're gonna follow this game through with the kind of scale you're talking about.


Isn't it worth it to dream? Hush ye, nay-sayer.


Too early to say 'told ya so?' :wink:
Image
User avatar
ForlornCreature
Jaw-Jaw
 
Posts: 796
Joined: Mon Jun 28, 2010 9:05 am
Location: Animating lego in a dark room someplace in the savage land of Australia

Postby Olothontor » Tue Mar 08, 2011 6:00 am

Not at all.

You do realize how long development takes, yes?
"In a mad world, only the mad are sane." - Akira Kurosawa
-=[ Visage ]=-

Image
User avatar
Olothontor
Clown-Face Bologna
 
Posts: 2484
Joined: Fri Dec 14, 2007 9:29 pm
Location: Lounging in a commercial Starliner of his own design.

Postby ForlornCreature » Tue Mar 08, 2011 4:43 pm

Too early
Image
User avatar
ForlornCreature
Jaw-Jaw
 
Posts: 796
Joined: Mon Jun 28, 2010 9:05 am
Location: Animating lego in a dark room someplace in the savage land of Australia

Postby ForlornCreature » Fri Mar 18, 2011 5:43 am

Image

A gif concept for a game. It's basically a block-based isometric (possibly rts) game, where blocks placed in certain formations become structures that do rts stuff, like resource gathering and spawning soldiers.
I can't find any read-able cap files for construct and there are no tutorials for isometric colission/pathfinding, and for that matter not even any decent tutorials for any program.
Image
User avatar
ForlornCreature
Jaw-Jaw
 
Posts: 796
Joined: Mon Jun 28, 2010 9:05 am
Location: Animating lego in a dark room someplace in the savage land of Australia

Postby Olothontor » Fri Mar 18, 2011 8:18 am

You know what that'd be great for? An RTS Minecraft mod.

Build structures (possibly merge with previous mods, like the Runecraft mod) to create mobs, and then you act as the sole thinking "Hero" of your forces. You retain all of your normal abilities as a Minecraft player (i.e. you can harvest materials, remove and place blocks, etc).

The player would harvest resources and maintain management over the "base" as a whole, and each of its outposts. There could even be a custom map-generation algorithm that creates pockets of slowly renewing resources, so that traditional RTS-style resource gathering is possible without too much hassle. The algorithm could also place random "neutral" units and outposts sitting on top of resource quarries, etc.

It'd be a big undertaking, and so I'm not immediately going to jump on this idea, because.... it just wouldn't happen. It would be fucking sweet, but it's not gonna happen without some insane commitment. Oh well.
"In a mad world, only the mad are sane." - Akira Kurosawa
-=[ Visage ]=-

Image
User avatar
Olothontor
Clown-Face Bologna
 
Posts: 2484
Joined: Fri Dec 14, 2007 9:29 pm
Location: Lounging in a commercial Starliner of his own design.

PreviousNext

Return to Lesser Games

Who is online

Users browsing this forum: Yahoo [Bot] and 2 guests