Real-Time Strategy. A game played live (ie not in a turn-based structure), where the objective is to build a base and conquer other bases.

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-1
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0answers
48 views

AI for mass battles in Unity [closed]

I'm looking at building a game where there are many large battles controlled in an RTS like way. When I say large I'm talking 100's in the battle in multiple teams. My question is what is the best way ...
2
votes
1answer
81 views

How to implement lockstep model for RTS game?

In my effort to learn programming I'm trying to make a small RTS style game. I've googled and read a lot of articles and gamedev q&a's on the topic of lockstep synchronization in multiplayer RTS ...
-1
votes
2answers
84 views

XNA moving towards 3D point, RTS style

I looked around to see if this question had already been asked- maybe it has, maybe it hasn't, I don't know. I'm trying to make a 3D RTS game. Right now we're trying to get the basics on the table. ...
0
votes
0answers
47 views

Enemy watched area in games

I need to implement a feature in RTS game where the area watched by enemy is covered with highlight.something similar to "Commandos " I don't know how it's called in professional circles. Any ...
-6
votes
1answer
83 views

Generic Class Name for RTS [closed]

Hopefully this will be a nice easy question :- I am building an RTS as a way of learning OOP techniques. Currently the code has the following classes Class MustInherit GameUnit Class MustInherit ...
-1
votes
1answer
103 views

Building placement in tilemaps (pattern matching)

I'm building a small rts and in my code I have given my buildings a pattern, much like you would pieces in tetris. In other words I want to place irregular shaped buildings on a map without buildings ...
17
votes
4answers
587 views

Tricks in game mechanics to avoid dealing with network lag compensation?

Implementing network lag compensation is hard, how to avoid it? Maybe it's possible to use tricks and build game mechanics in such a way that lag would be percieved as a non critical or even as a ...
-1
votes
2answers
196 views

RTS game unit damage & defense calculation [closed]

How can I model armies attacking each other in an RTS? I know how I would do it if it is an RPG game. Character has few stats that affect damage/defense and then compare it with enemy character and ...
2
votes
1answer
184 views

UDK Fixed AIController / Pawn Height

[I already asked this question on the UDK forums, without much success though.] I'm using a class derived from AIController to control my pawn in RTS-style. My problem is that the pawn does not have ...
-3
votes
1answer
172 views

Real-Time-Strategy control structures/achitecture [closed]

I am looking at building a real time strategy game (of at least the framework for one) in Unity, and was wondering what control structures and/or architecture I should focus on using. current ...
2
votes
1answer
208 views

Tweaking Heightmap Generation For Hexagon Grids

Currently I'm working on a little project just for a bit of fun. It is a C++, WinAPI application using OpenGL. I hope it will turn into a RTS Game played on a hexagon grid and when I get the basic ...
3
votes
1answer
182 views

“Unclutter” units in RTS game

For intentional reasons, certain units in the game I'm currently programming don't have any collision detection and response among each other. This enables them to clutter right on top of each ...
1
vote
1answer
126 views

Who should respond to collision: Unit or projectile?

In an RTS if a projectile hits a unit. Who should handle the collision? If projectile handles the collision, it must be aware of all possible types of units, to know what damage to inflict. For ...
9
votes
2answers
358 views

Boat passing under a bridge in a 2D tile based RTS

I'm writing a 2D tile based RTS. And I want to add a 'pseudo 3D' feature to it - bridges over the rivers. I havent't start any coding yet, just trying to think how it fits the collision detection ...
0
votes
1answer
1k views

How to add isometric (rts-alike) perspective and scolling in unity?

I want to develop some RTS/simulation game. Therefore I need a camera perspective like one knows it from Anno 1602 - 1404, as well as the camera scrolling. I think this is called isometric perspective ...
0
votes
1answer
190 views

Any examples of fair mmo games with quick completion [closed]

I'm looking for some example games for inspiration that allow from 10 to a large number of players at a time and can be completed in 10 to 30 minutes. I'm looking for something that would have ...
3
votes
1answer
148 views

How do I create a selection rectangle?

I have a basic prototype working with health, resources and units. The problem is: How do I select multiple units? I have an idea of making an rectangle which dynamically extends with the mouse ...
0
votes
0answers
286 views

RTS-style fog of war woes

So I'm trying to make an RTS-style line of sight fog of war style engine for my grid based game. Currently I am getting a set of vertices by raycasting in 360 degree. Then I use that list of vertices ...
3
votes
3answers
250 views

frame lock networking

I'm developing an RTS game and I want to add multiplayer support to my game. I picked the easiest technique to implement for start frame locking technique. I used server client networking ...
0
votes
3answers
341 views

XNA RTS A* pathfinding issues

I'm starting to develop an RTS game using the XNA framework in C# and am still in the very early prototyping stage. I'm working on the basics. I've got unit selection down and am currently working on ...
5
votes
2answers
698 views

Implementing fog of war in opengl es 2.0 game

Hi game development community, this is my first question here! ;) I'm developing a tactics/strategy real time android game and I've been wondering for some time what's the best way to implement an ...
-11
votes
2answers
163 views

Extremely Hybrid Game requirements [closed]

What system specifications would a game need if it was: Total players per planet: ~20000 Total players per team:~1M Total players per map(small volume of space or small surface over a planet): ...
3
votes
3answers
437 views

Basic/research RTS engine/model [closed]

Does a basic/research RTS engine/model exist that can be used as a basis for further experimentation/research? I'd like to avoid reinventing the wheel if possible. I'm aware of Spring Engine and ...
0
votes
0answers
60 views

What are the things i should be looking for being the lead of a research team

I am the lead of a research team at my university we are trying to research new developments for artificial intelligence in video games. We are starting with the genre Real-Time-Strategy. The ...
4
votes
1answer
138 views

How to balance damage dealt by opponents in a strategy game?

Consider the following situation: you are developing a RTS, with different races opposing each other, with different kinds of abilities (e.g. Starcraft). How should I go about in balancing the damage, ...
4
votes
1answer
450 views

Efficient physics and collision detection for RTS

I'm thinking about writing my own RTS game and while I'm more or less clear about how the game engine should work, I need some directions as to how to implement physics and collision detection. Now, ...
3
votes
2answers
376 views

Does a basic game engine prototyping tool exist, for common game types?

There are a lot of classic game engines out there (Real Time Strategy, Turn Based, etc), of which you can find countless variations. All of them have a basic starting point which involves units, ...
1
vote
2answers
233 views

Deterministic Multiplayer RTS game questions?

I am working on a cross-platform multiplayer RTS game where the different clients and a server(flash and C#), all need to stay deterministically synchronised. To deal with Floatpoint inconsistencies, ...
4
votes
1answer
153 views

Draw “vision cone” / targetting element onto game world

I'm wanting to indicate various things using a "pie slice" sort of shape as below. Similar to vision cones in stealth game minimaps, or targetting indicators in RTS type games for frontal area ...
1
vote
1answer
886 views

Client-Server RTS networking with lockstep and lag

The peer to peer lockstep networking model would seem to indicate that everyone's input is delayed the same amount. And so this would indicate that everyone would feel the same lag in response to ...
7
votes
2answers
379 views

Detecting wins in peer to peer RTS games like Starcraft

A typical RTS game is implemented with the standard networking model: peer to peer lockstep. Consider Starcraft 2, given that Battle.net presumably doesn't know anything about the state of game given ...
6
votes
3answers
479 views

Networking for RTS games with lockstep using UDP

Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give ...
0
votes
1answer
260 views

Creating movement path displays in a top-down 2d RTS

My game is a top-down 2d RTS coded in C# using SFML's libraries. I want that during unit selection, a unit will display it's movement path on the map. Currently, after the path is computed as a list ...
0
votes
2answers
199 views

Communicating between simulation and rendering in RTS

I've been creating an RTS game, and I'm a little unsure about how to deal with the above. Right now, I wish to control which units are visible to which players, and I've run into a little problem. ...
5
votes
2answers
764 views

What data to exchange in multiplayer real time games?

I am a hobbyist programmer and right now I am curious about what data is exchanged in a multiplayer session in real time games like starcraft 2. I did a bunch of searches. I found gafferongames.com ...
9
votes
2answers
726 views

How do I implement group formations in a 3D RTS?

I managed to get pathfinding work for a single unit, and I managed to avoid agent-agent collision, but now I need to be able to send a group of agents to some location. This is my set-up so far: ...
4
votes
3answers
399 views

Pathfinding for a lot of units, mostly random movement

I'm using a uniform cost eight-directional grid as a map, with buildings that represent unpassable terrain - the map tries to simulate a top-down flat city. I'm trying to fill the city with randomly ...
10
votes
6answers
442 views

Constant resource drain for strategy game

So I have a factory that builds a unit over time. The unit costs mass. Mass is stored as a floating point variable, and is constantly generated over time. Example, I have a resource node that gives 5 ...
3
votes
2answers
464 views

Elegant way to handle packet loss in a lockstep P2P RTS?

What's an elegant way to handle packet loss in a lockstep simulation peer-to-peer RTS where only player input data is sent over the network? For example, let's say it's tick 1000 and player 1 sends a ...
8
votes
1answer
1k views

How are “2.5D” art assets created?

By "2.5D" I mean the art style in games such as Roller Coaster Tycoon, Age of Empires 2 or Fallout 1 and 2: Everything in the games appears to be created with a "pixel art"-like tool. Am I correct? ...
6
votes
1answer
540 views

Essentials for building a RTS

I was wondering if anyone had any links to good reads or books in regards to things to think about when developing a RTS game, I would have been reading things like ...
-1
votes
2answers
1k views

How much server bandwidth does an average RTS game require per month? [closed]

My friend and I are going to write a multiplayer, multiplatform RTS game and are currently analyzing the costs of going with a client-server architecture. The game will have a small map with mostly ...
4
votes
2answers
444 views

RTS game diplomacy heuristics

I'm reimplementing an old 4X space-rts game which has diplomacy options. The original was based on a relation scoring system (0..100) and a set of negotiation options (improve relations, alliance, ...
1
vote
2answers
410 views

What maps sizes did old 2D RTS games like C&C and WarCraft support?

I'm looking for the size (in tiles) of the maps for the old 2D games Command and Conquer and Warcraft 1 and 2.
6
votes
1answer
362 views

What are some good methods of implementing RTS-style Box selection?

i'm just scouting around for different methods of implementing a typical rts box selection (not the 2D box on the screen, but what units are selected with the box) when selecting units, and would ...
10
votes
1answer
698 views

Fog Of War - XNA

I'm creating my own top down 2D RTS game for personal educational purposes. Currently I really just copying Starcraft's design/ideas. I've decided I should probably implement Fog Of War too. Let me ...
3
votes
1answer
667 views

Scrolling the camera when the mouse cursor gets to the edge of the screen

I was wondering if you could help me: In XNA I have a hexagonal map, and the size of the map currently exceeds the size of the window. There is already code in place to move the 'camera' around the ...
0
votes
3answers
1k views

For making an online multiplayer browser-based game, what tech would be more efficient to use? [closed]

I asked a partial question on stackoverflow, and then realized that this would be the place to get a better answer because this is the game dev website, and you all may know more than the programmers ...
0
votes
0answers
112 views

In a browser based MMO RTS… Art? [duplicate]

Possible Duplicate: How do I find artists to work on my game? I'm a little confused about how to go about this: I plan on developing an MMO RTS with some friends, but nothing is certain ...
6
votes
5answers
1k views

Persistent game where you program your own bot(s) [closed]

I'm looking for an online game with a persistent world where you are allowed to code (and add) your own 'players' (it can be in any language / script). A sort of RTS but for bots. Does that even ...

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