#1 I'm making a Real Time Strategy game
Posted: Sat Aug 19, 2006 7:59 pm
Talking to my brother about Command and Conquer, Warcraft, and Starcraft and started designing my second attempt at an RTS (never finished the first attempt). M3 is taking a long time, partially because GUI design is fucking boring, so I am putting it on secondary for a week or two while I do this quick project.
Have a few ideas on how it will be done.
Set budget. There will be no mining or massing peasants. You have a set budget from the homeland and you need to decide how you want to spend it.
Supply lines. Units and bases have set supplies that go down on time (fuel for vehicles, ships, and aircraft, rations for men, ammo for both). Your main base gets regular resupply by sea and air from the homeland, and from there, you must distribute it using trucks, airplanes, or ships to your forward bases and men. Big part of the game would be protecting your trucks and cargo ships while trying to cut off the enemy's trucks and cargo ships.
Space warfare. You can build a space warfare center from which you build, deploy, and control satellites of war. You can have survelliance satellites, anti-satellite satellites to destroy enemy space assets, and nuclear missile satellites that can launch nuclear missiles at a target from space. You can also cut off enemy satellite usage by launching missiles at them from the ground or disabling the enemy ground control center.
You can have transport helicopters to move in infantry quickly, combat airplanes to shoot down enemy aircraft, and bombers to attack ground facilities. Range and number of missions will be limited by fuel tank size and cost of fuel.
Cargo ships, transport ships, missile ships, submarines, and maybe battleships (because they are cool). Maybe even aircraft carriers, but not sure about that.
Of course, infantry and tanks. And supply trucks and armoured personnel carriers.
Ground structures will be many. Anti aircraft guns, anti ship shore batteries, ground based missiles, and machine guns for defense.
Construction yard, war factory, barracks, ship yard, and air strips for the obligitory RTS unit construction.
Supply depots to store fuel, ammo, and rations for your troops.
Power plants to power your ground structures.
Radar, sonar and observation towers to see enemy troops coming.
Special structures like the space warfare command center and perhaps Gap generators like Command and Conquer are all possibilities, but no decisions have been made with all them yet.
I think the supply lines and set budget is what will make this game interesting. We also have a few more ideas in the works, like slightly randomized soldiers to make them a little more individual.
Programming will be started pretty soon, and graphically, it will be very primitive. Graphics take me a long time to do, and I would like to be able to play this quickly so I can get back to other projects (namely, the RPG toolkit, but I have a few other ideas on the skillet too)
And thoughts on this? Sound like a good game?
Have a few ideas on how it will be done.
Set budget. There will be no mining or massing peasants. You have a set budget from the homeland and you need to decide how you want to spend it.
Supply lines. Units and bases have set supplies that go down on time (fuel for vehicles, ships, and aircraft, rations for men, ammo for both). Your main base gets regular resupply by sea and air from the homeland, and from there, you must distribute it using trucks, airplanes, or ships to your forward bases and men. Big part of the game would be protecting your trucks and cargo ships while trying to cut off the enemy's trucks and cargo ships.
Space warfare. You can build a space warfare center from which you build, deploy, and control satellites of war. You can have survelliance satellites, anti-satellite satellites to destroy enemy space assets, and nuclear missile satellites that can launch nuclear missiles at a target from space. You can also cut off enemy satellite usage by launching missiles at them from the ground or disabling the enemy ground control center.
You can have transport helicopters to move in infantry quickly, combat airplanes to shoot down enemy aircraft, and bombers to attack ground facilities. Range and number of missions will be limited by fuel tank size and cost of fuel.
Cargo ships, transport ships, missile ships, submarines, and maybe battleships (because they are cool). Maybe even aircraft carriers, but not sure about that.
Of course, infantry and tanks. And supply trucks and armoured personnel carriers.
Ground structures will be many. Anti aircraft guns, anti ship shore batteries, ground based missiles, and machine guns for defense.
Construction yard, war factory, barracks, ship yard, and air strips for the obligitory RTS unit construction.
Supply depots to store fuel, ammo, and rations for your troops.
Power plants to power your ground structures.
Radar, sonar and observation towers to see enemy troops coming.
Special structures like the space warfare command center and perhaps Gap generators like Command and Conquer are all possibilities, but no decisions have been made with all them yet.
I think the supply lines and set budget is what will make this game interesting. We also have a few more ideas in the works, like slightly randomized soldiers to make them a little more individual.
Programming will be started pretty soon, and graphically, it will be very primitive. Graphics take me a long time to do, and I would like to be able to play this quickly so I can get back to other projects (namely, the RPG toolkit, but I have a few other ideas on the skillet too)
And thoughts on this? Sound like a good game?