Donnerstag, 6. Mai 2010

Mu Mu Mu Multiplayer

The Multiplayer code is up and running (via LAN for the moment O_o)
The Units run around, can see and fight each other :D. Now its time to get the newtork code cleaned a bit. Since it is my first time programming a network the sources are messed up with experimental lines of code. Really ugly...
After doing the polish it´s time to playtest my baby and after the first features are implemented and tested, I can hopefully send this thing out to you give you the posibilty to try it out.

(Sorry for this no-pic-no-vid-post :D)

Greetz Tou

Samstag, 27. März 2010

We Need Reeinforcment...

...but how do we get it????

This was a big issue. The fact that I cut out base-building, made it necessary to implement some kind of mechanism to reeinforce your army, since you dont have something like a barrack. The first idea was to do it like in Battleforge. You can call in new units nearby your existing army.
But i wanted reeeinforcement to be part of the battle and be part of your strategy and of your oponent. So the result for the moment is a mobile, conquerable reeinforce point.

New units can only be called in nearby this spots. A unit can transport this spot to any point of the map, making it possible to have an army concentration where you need it.
The reeinforce spot belongs to a human player at a certain time. To conquer a reeinforcment spot, you just have to pick it up with one of your units.

The idea is still expandable. I could add some sime delay, so that you can spawn a new unit only every 10 secs or so.

Hopefully this gives some extra strategic depths to the game. Having more reeinforce spots than your enemy gives you more flexibility and more possibilities.

Here´s the video. The reeinforment spot is visualised as a red pyramid with the area of effect beeing a green circle. You can see how a unit transports the point. New units which are nearby such a spot are marked with a red cross and therefore can not be spawned at this position.

Freitag, 19. März 2010

Unit Control, Unit Design And The So Called Moneyspots

Well, right after introducing my project I want to let you know the state of it.

I want to keep things simple (for the moment) meaning that there will be only one race: The Ogre.
This has to do with my decision regarding the unit design.

The game wont have predefined Units like a foot soldier, a sniper, a rocket launcher etc. Instead you will have a base unit and equip it with weapons which will then influence the stats of the unit. A Bazooka for example will increase the viewdistance of the units while making them slower because of their weight. Additionally i want to add a basic XP system, so that units learn to be better with a weapon while using it. You will be able to change the weapon of a unit during battle causing the unit to loose all its XP gathered with the old weapon.

Another point which is important to me will be to force the player to be more carefull with his units. This could be achieved by giving the opponent a ressource bonus for every killed unit, or giving the killing unit a big amount of XP. This feature is still a WIP but will definetly be a key feature.

Unit controll

I want to implement a new way of moving around your units: Drawing A Path.
The basic idea behind it is that you dont tell the unit where to go, just by defining the endpoint but instead by telling them exactly which way to go.
Hopefully this will add some new possibilites to the game. I could imagine an efficient attack from three sides where you can exactly tell the units how they should walk around the enemy.

Here is video of my first results in implementing this Path Drawing:

You can see the how easy it is to define a path by just clicking on the unit and draw its way to go. By creating a closed path, the unit will patroul along unti you tell them to stop (the path becomes green when it is closed).

A problem I see with this feature is that in the middle of a battle the player wont be able to draw Pathes for every unit or group efficently. To handle this I want to add a pause mode where the player can stop the actions on battlefield, get an overview and make commands which are then executed.
This idea ist still very new and therefor I´m not sure of every detail of it. Let´s see where this one goes...

The next feature would be the ressource system. I plan to have only one ressource in the game: Money.
To gather it you have to place a Unit inside the Area Of Effect of a so called Moneyspot. The more units you have in there, the more money you get messured in "income by second". The unit standing in this spot won´t be able to attack, which hopefully gives more tactical depth.

Here´s another video showing the Moneyspots:

You can see how the amount of money increases (at the top middle of the screen)

So this is all for now. I will keep posting bigger and smaller updates as I work on the game, and there will be many posts :D
I hav so much ideas for it...

The New Blog


This blog is intended to be a little diary of my work on my RTS game. I will try to keep it up to date with my smaller and bigger updates.

As I stated in the Intro, I want to come up with a small RTS. I love this genre andy played quite a few titles. I just want to try to make a game which has all the features I missed like better unit control, more focus on battle, better and more tactical depth. I also want to cut out things i dont like, e.g. the fast gameplay, basebuilding, too many ressources and therefore a too complicated ressource system.

For this project I use the amazing OGRE Engine for rendering, MyGUI for the UI and the Particle Universe Plugin for some nice particle effects. You can find the links on my Linklist on the right of this blog.

These are just a few facts on the game. I´ve plenty of ideas for the gameplay which mainly are inspirated from other RTS games like Battleforge, Supreme Commander and so on.

Stay tuned and watch out for new posts to come...

Greetz Tou