Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Geek Culture / Space RTS

Author
Message
Indicium
16
Years of Service
User Offline
Joined: 26th May 2008
Location:
Posted: 5th Apr 2011 18:56
Hello, I really love space themed RTS games, and I'm currently trying to create one in DGDK.

Do any of you guys play them, what features do you like to see, and what games would you recommend?

Thanks
lazerus
17
Years of Service
User Offline
Joined: 30th Apr 2008
Location:
Posted: 5th Apr 2011 19:05
Look at Homeworld and Homeworld 2.

That is all.

MrValentine
AGK Backer
14
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 5th Apr 2011 19:26
umm features, lots of explosions everywhere, check out Company of Heroes Artillery fire for what I mean ^^ I always set up loads of Artillery in one spot and bombard the life out of my enemy from afar, the explosions are awesome and can be easily replicated using some simple impact force commands with an animated sprite (use the force of impact to determine the size of the explosion, thus making it more interesting rather than just the same sized explosion everytime, I think this will add to realism )

my little bit of input for now

ooo ooo screenshots ^^

Indicium
16
Years of Service
User Offline
Joined: 26th May 2008
Location:
Posted: 5th Apr 2011 19:45
I've heard good things about Homeworld, I may have to buy it at some point, it seems like a game I'd enjoy.

I like explosions too I will be sure to add lots into the game. I would give screenshots, but there isn't an awful lot working yet. I was just wondering what games people like to find what makes an appealing RTS.

Thanks
Insert Name Here
18
Years of Service
User Offline
Joined: 20th Mar 2007
Location: Worcester, England
Posted: 5th Apr 2011 19:50
Homeworld and homeworld cataclysm (Kind of homeworld 1.5) are both equally awesome and probably my favorite games ever. Homeworld two is also good but it's mind-numbingly difficult.

"Sticks and stones may break my bones but words will never hurt me." That's a bit like saying Hey bullies! So yeah, this words thing isn't working, but I'll tell you what will
MrValentine
AGK Backer
14
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 5th Apr 2011 19:53
Gratuitous Space Battles

i kinda like it... also its indie so hey ho ^^

Fallout
22
Years of Service
User Offline
Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 5th Apr 2011 19:59
Are you thinking full 3D, with ships travelling at any heading, or a 2D game (rendered in 3D) where ships move on a flat plane? Although the latter is unrealistic, I find it creates a more interesting environment, as doing away with an entire axis makes for a world that's easier to manipulate and has more regular encounters.

I always found with Homeworld that the coolness of being about to move about in 3D was also a weakness because it's wasn't possible to implement many positional strategy elements, since 3 axis gives too much freedom of movement.

Indicium
16
Years of Service
User Offline
Joined: 26th May 2008
Location:
Posted: 5th Apr 2011 20:04
Probably the latter, the only space themed strategy game I've played is Galactic Civilisations, which is turned based, but it is on a flat plane, which seems more effective.
Fallout
22
Years of Service
User Offline
Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 5th Apr 2011 20:07
Yeah, I went down the same route for Space Squadron. I kind of had to because I was doing it in 2D, but I went down the same route for Dreadnought Commander too, which is 3D. It makes the task a lot easier as well, as 2D maths, logic, camera movement, design etc. is much easier, and the world is easier to control.

Indicium
16
Years of Service
User Offline
Joined: 26th May 2008
Location:
Posted: 5th Apr 2011 20:16
I've decided that my game will be 2d, both on a plane and using 2d images. It will be using the 3d engine though, simply because it's easier.

What are your views on micromanagement?
Quik
16
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 5th Apr 2011 23:32
I like games who are very complex and in depth and isnt all about building and charging really..

I also like large scale battles, especially in space battles


[Q]uik, Quiker than most
MrValentine
AGK Backer
14
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 5th Apr 2011 23:36 Edited at: 5th Apr 2011 23:39
@ Quik

I totally agree with you there,

@ Indicium

I think an idea for you would be to create colonies style game play and at random intervals when someone reaches a milestone like 500 fighters initiate a battle ground victory point somewhere on the map, that way players can enjoy building their empire and still participate in battle events when ready or siege home bases and also victory will not be based on just killing off the other guy but also collecting battle victory points...

I hope you follow what I mean here I am in the middle of building a new web site... sorry for not going too much into detail here...

EDIT

corrected my i's for I's lol and also corrected my directed message lol darn capitalisation lol

Indicium
16
Years of Service
User Offline
Joined: 26th May 2008
Location:
Posted: 8th Apr 2011 17:22
I think this thread is going to start bordering game design theory, but a mod can move it if they deem in unfit for this board.

Quote: "I like games who are very complex and in depth and isnt all about building and charging really.."


Well I also like this idea, I like to have to build every section of my empire or nation, fleet etc. My thought was to have lots of non-vital, but very beneficial micromanagement in the game. For example, I was thinking you could chose which officers you place on what starship/starstation, and each officer would get experience relative to their post. Diplomatic ships would give their officers diplomatic experience, combat ships would give combat experience, and so on.

Experience of the crew could sway the balance of any encounter. I would make an optional 'Auto-Select' for those who just like to get started with the shooting, but crew selection would add a totally new aspect to the life, and death of each ship. The loss of a single flagship could mean the loss of your most experienced captain!

Quote: "I also like large scale battles, especially in space battles"


Don't worry, I am building my game 'engine' to be able to handle over 10,000 units in a single game, obviously the amount that will actually be seen on screen will depend on the gamers specs. I share your love for large scale space battles, nothing like a bit of tactical torpedo exchange in a asteroid filled explosive gas nebula.

Quote: "I think an idea for you would be to create colonies style game play"


There will be colonies, they will be vital for gathering resources to build starships and new technologies.

Quote: " at random intervals when someone reaches a milestone like 500 fighters initiate a battle ground victory point somewhere on the map"


I'm not so keen on this idea as it feels more restrictive than letting the player do what they want with their own diplomacy, combat, tactical and trade skills. I want the game to feel very open ended and not controlled.

Tell me what you think.

Quik
16
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 8th Apr 2011 17:45
sounds likeu got a lot of nice ideas, will be nice seeing it come along, there are way to few space RTSes out there^^


[Q]uik, Quiker than most
MrValentine
AGK Backer
14
Years of Service
User Offline
Joined: 5th Dec 2010
Playing: FFVII
Posted: 8th Apr 2011 17:57
Quote: "sounds likeu got a lot of nice ideas, will be nice seeing it come along, there are way to few space RTSes out there^^"


I agree with Quik on this, and would also like to add:

If you play this out right and put some effort into it, you might make a lot of coin and accidently hit on a massive success!

Good luck in advance, do your best, as a Japanese friend of mine once told me.

Indicium
16
Years of Service
User Offline
Joined: 26th May 2008
Location:
Posted: 8th Apr 2011 19:07
Thanks guys. I will post a WIP when it's more developed, at the minute I only really find I have the time and the energy to work at the weekends, so it doesn't come along as quickly as I'd like it to.

I appreciate the compliment MrValentine, but there's a long way to go. Off topic, but I'd like to apologise for my harsh words on your forum slag thread, I was having a bad day I guess, sorry.

Thanks.

Serial Velocity
16
Years of Service
User Offline
Joined: 24th Aug 2008
Location:
Posted: 8th Apr 2011 20:59
What about Sins of a Solar Empire? That's played on a plane and isn't turn-based, but it does take awhile to finish games once they've started.

Quik
16
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 8th Apr 2011 21:08
Quote: "What about Sins of a Solar Empire? That's played on a plane and isn't turn-based, but it does take awhile to finish games once they've started.
"

wonderfull game indeed =)


[Q]uik, Quiker than most
Indicium
16
Years of Service
User Offline
Joined: 26th May 2008
Location:
Posted: 8th Apr 2011 21:15
That looks brilliant It's a shame my game will be 2d after seeing how good it looks.

Neuro Fuzzy
17
Years of Service
User Offline
Joined: 11th Jun 2007
Location:
Posted: 8th Apr 2011 21:30
Quote: "Don't worry, I am building my game 'engine' to be able to handle over 10,000 units in a single game"

I wouldn't be so sure of that, especially if you're using DBP! The highest number of units I've been able to update simultaneously at a nice framerate was around 2000, at ~55ish fps. That was 2000 calls to cos() and 2000 calls to sin() each frame, so if you used a lookup table, you'd probably be able to get to 3000ish. Beyond that, you could use "update times" (so unit A closer to the screen moves .1 units every frame, and unit B further away moves .5 units every 5 frames), and maybe get around 5,000.

Beyond that, it'd need the sort of grouping where you say "OK, at <x,y,z> there are 20,000 units", even if you're not actually storing information for all of those units.


The biggest (most number of units) space RTS out there is AI War: Fleet Command. I've had 35,000 units in a game before. (You still only have battles of 10,000 people total, tops)


Tell me if there's a broken link to images in a thread I post, and I'll fix 'em.
Indicium
16
Years of Service
User Offline
Joined: 26th May 2008
Location:
Posted: 8th Apr 2011 21:34 Edited at: 8th Apr 2011 21:59
Quote: "I wouldn't be so sure of that, especially if you're using DBP! "


GDK Although I'm not sure how the speed varies.

Quote: "Beyond that, you could use "update times" (so unit A closer to the screen moves .1 units every frame, and unit B further away moves .5 units every 5 frames), and maybe get around 5,000. "


This is the method I was going to use. We will see how it turns out, at the minute it works rather well, I don't plan to add many functions that will have to be called every single game loop.

I guess i should rephrase, I hope it will support up to 10,000 units.

EDIT: Maybe 10,000 was a little hopeful, ATM I get 22fps, I think I'll settle for 1000 units.

Login to post a reply

Server time is: 2025-05-21 21:58:50
Your offset time is: 2025-05-21 21:58:50