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World Conflict: Top-Down RTS: Skirmish

Archive: 26 posts


http://lbp.me/v/tegmk0
World Conflict: Top-Down RTS: Skirmish SSTAGG1
The first actual RTS for LBP. Build a base and send out units to destroy your enemies. Variety of land and air units leads to some interesting strategies. Skirmish Mode fully functional, Defense Mode under construction (see my post in the projects section

***Moved my Tower Defense discussion to this project post: HERE (https://lbpcentral.lbp-hub.com/index.php?t=34446-World-Conflict-Tower-Defense-RTS-Discussion&p=597907#post597907)***

Game Overview:
World Conflict is a complete RTS with every element common in most conventional war strategy games (base building, unit moving, attacking, etc...). It's not perfect, but I did try to spice it up a little by adding trees which dissapear when hit by paintballs, and also editing the border to look more natural. I also included a behind the scenes look at my logic, its quite simple, but only because I spent a good day maximizing efficiency (and you could probably guess that THAT was fun...).
Each game mode (Skirmish, Campaign, Defense) will be a different level, as each will incorporate slightly different units/logic (and more importantly, because they are a nightmare on the thermometer). If successful, I may create more factions to play as/against (would be different levels as well).

Audio:
I tried something new with the audio, but I have a suspicion it will annoy some relaxed players (it's pretty much just sound effects spam due to the number of units shooting), so if anyone strongly dislikes it, tell me, it can change.

Skirmish Mode:
Fight an adjustable AI with land and air units. Build base defenses to prevent units from sneaking through, or just meet the enemy head on in a full out skirmish.

Pictures: (Battle 10 is the best) (Images are slightly out of date, made some changes since)
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Artificial Intelligence:
I used a simple type of AI which just spawns units from the AI factory above the nearest player unit, but might update if I finish the priority AI I'm working on (emits the counter-units to player units at a faster rate, but lessens speed of others). The AI has a difficulty selector, and functions surprisingly well despite its simplicity (extremely hectic on Red difficulty, there is almost a constant stream of units coming at you).

Skirmish Mode Units: (Name-Description-Cost)

Land:
Light Tank: Cheap, weak, but powerful at short range - 1
Heavy Tank: Decent range and health - 6
Land-Cruiser: Triple-cannon juggernaught with long range - 10
Light Turret: Cheap, weak, but useful base defense - 3
Heavy Turret: Advanced base fortification, long range and high health - 6
Factory: Prebuilt location where units are constructed
Control Center: The central componant to your base, the game is over when the Control Center is destroyed
Wall: Cheap, strong fortification, but has no attack - 1

Air:
Fighter: Rapid-fire anti-air unit - 3
Bomber: Heavy anti-ground unit with devastating firepower - 15

Final Thoughts:
Even if its not the "Perfect" RTS, its still pretty cool to have made a game inside LBP. Needless to say, I enjoy it, and hope everyone else will too. The learning curve is steep, but what RTS isn't like that. My goal is to make this the "Total Annihilation (probably THE best RTS EVER made, past and present, and its over 12 years old!)" of LBP. Thanks to those who post ideas, help with mechanics, or find issues which need to be solved.

Future:
This level was just my attempt to create an RTS. With the coming split camera online game play, I am hoping to create a 4 player RTS where players compete against each-other (like pretty much everyone that's seen the videos). LBP2 will be awesome to create with, so expect to see some more 'gigs' (games-inside-games....am I even allowed to coin a term...?) after release (I've got some pretty devilish ideas I've never seen before, ever, so I'm excited).

F4F:
Main thing I want for feedback is the visuals. I've always been terrible at filling in a space , and was never any good at art, so any feedback on the visuals is welcome.
Not working on this level any more btw, so no more F4F.
2010-08-29 17:13:00

Author:
SSTAGG1
Posts: 1136


That sounds really cool...2010-08-29 18:24:00

Author:
piggabling
Posts: 2979


I have to play this! :O I could post some screenshots for you too 2010-08-29 19:40:00

Author:
Symin
Posts: 133


Uploaded level titled: "World Conflict: Top-down RTS: Skirmish 1". I've uploaded some photos too, so check them out in my first post.


I have to play this! :O I could post some screenshots for you too

You could still help me with the photos. Mine might be fine, but yours will probably best mine 100x, so shoot away (and upload them to the level as well). Thanks.
2010-08-30 06:21:00

Author:
SSTAGG1
Posts: 1136


Holy crap!!! I just started playing. It all looked very impressive. I had to quit and restart though because I had community prizes turned off. I really dont know what to say. Its a bit clunky. But youve done pretty awesome with what you have to be able to make an interface and AI. I got my *** handed to me even on easy :. I really look forward to seeing what you can do with this when LBP2 comes out. Obviously its hard to give feedback when I have no idea about what is happening under the hood. Couple of suggestions though, mabye explain a bit more about how to build units in the factory, and ho to drop down buildings using the cursor menu thing. It took me a bit (not long at all) to work those things out. Apart from that I dont know what else to say. Its unfair that people have given it low stars just because its difficult. 5 :star:s from me, mostly for technical effort and the fact that it actually runs pretty well considering.

EDIT: also, someway of knowing how much money you have left would be nice

F4F: My level (https://lbpcentral.lbp-hub.com/index.php?t=33317-The-Mystery-of-Mystery-Island&p=582899#post582899)
2010-08-30 08:49:00

Author:
Joburg87
Posts: 56


Thanks, I'll take some photos of the components and add some helpful guide stuff. Probably just republish it new to renew rating. I guess knowing exactly what to do when I tested it doesn't really help me find out the problems. Problem is, I already maxed pretty much every thermometer, even with using some glitches to reduce thermometer load. Guess I'll have to make some more places glitched.


EDIT: also, someway of knowing how much money you have left would be nice

The green lights above the factory and on the build menu show how much cash you have. I thought it would've been clear, seeing as they flash when there's cash, but as it's a new game without a very good guide, I suppose I should try and help people out.

I'm adding a chart of all unit stats. just so it's a little easier to understand.
2010-08-30 14:59:00

Author:
SSTAGG1
Posts: 1136


OOOOooooooh. I have to check this out tommorow when I have the chance to use my PS3.
I'll edit this post once I've played it.
2010-08-30 15:08:00

Author:
Limesta-
Posts: 559


The green lights above the factory and on the build menu show how much cash you have. I thought it would've been clear, seeing as they flash when there's cash, but as it's a new game without a very good guide, I suppose I should try and help people out.

I'm adding a chart of all unit stats. just so it's a little easier to understand.

Yeah, I thought the lights might Ive indicated the money but I couldnt work it out because they were flashing a bit randomly. maybe just solid lights that go down like a bar graph when you use up cash would suffice. I dont think you need to add much more help/info, you explain pretty well, theres just a cople of things like I mentioned that could help (but isnt vital)
2010-08-30 15:29:00

Author:
Joburg87
Posts: 56


I'm currently changing quite a lot of stuff, from AI difficulty to some graphical upgrades. Also, added much more info about each unit and their stats. Should have level updated (or rather, reset, lol, 1 star from very first player....) within a few hours.


Yeah, I thought the lights might've indicated the money but I couldnt work it out because they were flashing a bit randomly. maybe just solid lights that go down like a bar graph when you use up cash would suffice. I dont think you need to add much more help/info, you explain pretty well, theres just a cople of things like I mentioned that could help (but isnt vital)

Lol, turns out I did screw up the cash system, fighter cost 6 instead of what I thought I set as 3, BAH. Will fix. I think as long as explain how it works, it shouldn't need an overhaul.

I've created a mode where no enemy units spawn, just to let people test out the game before getting owned.
2010-08-30 15:38:00

Author:
SSTAGG1
Posts: 1136


I've created a mode where no enemy units spawn, just to let people test out the game before getting owned.

Good thinking! I got totalled owned the first time I played it
2010-08-30 15:46:00

Author:
Joburg87
Posts: 56


Sorry everyone who I still have to send feedback to, once I finish fixing up my level, I'll get right on it.2010-08-30 16:06:00

Author:
SSTAGG1
Posts: 1136


Woah! I really have to check this out! 2010-08-30 16:09:00

Author:
napero7
Posts: 1653


The updated level is now complete

Features changed/added:

-Made AI a little weaker on easiest difficulty
-Optional AI, gives players a chance to explore without worry of any attack
-Overhauled guide and information to explain what to do and how to do it in much more detail
-Reordered events so players get stickers, and then told what to do so they might understand it a little better
-Changed background photos to match what guide explains
-Added prizes to the scoreboard

Deleted old game, updated new one. You can check again if you've already played, and remember to leave some feedback, I am making a campaign RTS, and need some helpful insight.
2010-08-30 17:23:00

Author:
SSTAGG1
Posts: 1136


What would you guys like to see in the campaign version, more game-play or more cinematics? If I make the guide a separate level, I might be able to add a few more units. I'm leaning towards more cinematics, but if the game-play was the only thing this level had going for it, tell me.

Also, what do you guys think of the defense concept. I think it was too easy to cheat in the skirmish mode, so defense mode might put the strategy in real time strategy...It'd be like real time tower defense.
2010-08-31 01:25:00

Author:
SSTAGG1
Posts: 1136


just amazing, it was kinda difficult to play, however It has amazing potential in LBP22010-08-31 02:41:00

Author:
Unknown User


just amazing, it was kinda difficult to play, however It has amazing potential in LBP2

Yeah, I am really hoping that building an RTS is as easy as I think it'll be, especially since I've got some practice.

Also, UPDATE: Added A LOT of information about my upcoming Defense Mode RTS. Opinions? Suggestions? Concerns? Due to the unit restrictions, it should work fine....I hope.
2010-08-31 04:16:00

Author:
SSTAGG1
Posts: 1136


Yeah, I am really hoping that building an RTS is as easy as I think it'll be, especially since I've got some practice.

Also, UPDATE: Added A LOT of information about my upcoming Defense Mode RTS. Opinions? Suggestions? Concerns? Due to the unit restrictions, it should work fine....I hope.

I loved this level.
The logic network is what got me. It looked tooo simply. How did you get the enemies to lock onto each other and shoot? I was like how is this going to work.. Then the units just locked onto each other and i was like, "wow, this is freaky". Great job, keep it up. You will probably create one of the best RTS in LBP2 at this rate.
2010-08-31 09:28:00

Author:
PPp_Killer
Posts: 449


I loved this level.
The logic network is what got me. It looked tooo simply. How did you get the enemies to lock onto each other and shoot? I was like how is this going to work.. Then the units just locked onto each other and i was like, "wow, this is freaky". Great job, keep it up. You will probably create one of the best RTS in LBP2 at this rate.

LOL!, you should see the units..........I'll post a picture, it's rather ridiculous. Some of them used to be nothing but switches and wires until I polished up the system, and that was BEFORE I added sounds and emitters.....
2010-08-31 09:38:00

Author:
SSTAGG1
Posts: 1136


Problems:
- Can't move units
- Cant spawn bomber
- Cant spawn light tank
- Am i doing something wrong? I'm grabbing them but they wont move, also I'm sure im spawning units correctly (by using the sticker because heavy turrets work) can i get some help?
2010-08-31 16:29:00

Author:
Unknown User


I'll check it out, I changed some of the level design again (just thermo stuff, shouldn't have messed with anything). How long do you hold the units? You sometimes need to hold them for a good 2 seconds before they start to move.......and the spawning issues, hmmmmm. Was the game acting strangely otherwise. Did things not render, did the framerate skip? Well, I'll see what I can do.

At least the Heavy Turret works, I changed it so it actually does stuff now. Before, the range was too short to be worth the 6 cash.
2010-08-31 17:16:00

Author:
SSTAGG1
Posts: 1136


Hmm sorry I thought i edited that last post... but basically it was my mistake lol. I was confused as to what was the menu and the factory was but i soon figured it out! all in all great level! i gave 5 stars lol.

F4F would be nice, but i know this isn't a f4f thread =: Noi World (https://lbpcentral.lbp-hub.com/index.php?t=34358-Noi-World)
2010-08-31 19:20:00

Author:
Unknown User


Problems:
- Can't move units
- Cant spawn bomber
- Cant spawn light tank
- Am i doing something wrong? I'm grabbing them but they wont move, also I'm sure im spawning units correctly (by using the sticker because heavy turrets work) can i get some help?

I looked at it, nothing seems amiss. Possible reasons why these things happened are:

-You were not grabbing them for long enough, or you were grabbing the factory.
-You didn't have enough cash (it costs 15, as it obliterates ground forces without them being able to shoot back)
-You attempted to spawn the light tank when the max limit on emitted cash tokens was reached (notice how the first light sometimes blinks. This is when it disappears due to there being too many tokens, replaced by one from the emitter (could fix this, but will not make it a priority as it doesn't seem to cause serious problems.

Game Update: Upgraded all units so they are easier to move (takes less time to unstick from ground)

Question for Defense Mode: What do you guys think of using the VR colour blocks as the main materials? It would mean turrets you build are permanent, but also looks pretty cool. I could use dissolvable block, but this costs more on the therm., looks less appealing (unless I add decorations, which adds even more load to the therm.), but allows for turret deletion...opinions????

EDIT: Wow, we posted at the exact same time. Well, I made the game better anyway, so no harm done.

EDIT 2:
F4F would be nice, but i know this isn't a f4f thread

Actually, this IS a F4F thread, I'm expanding this concept, so any feedback is good feedback.
2010-08-31 19:21:00

Author:
SSTAGG1
Posts: 1136


Haha, nicely done! As for defense mode, I am no expert at thermo or visuals... but if i could choose either or, i'd prefer a workable, lag free game over a prettier level.2010-08-31 19:26:00

Author:
Unknown User


Wow... Just wow. This is an amazing level. I never would of thought this could of been pulled off on LBP. I had no problems with any of the logic and its complex but still a simple interface.

5 stars and a <3
Keep up the amazing work.
2010-09-01 01:38:00

Author:
Unknown User


Would anyone like another map, changes to the existing map, have suggestions for a new map, or have any other requests? My work on my defense level is going a lot faster than I expected, so it should be done within a few days (well, that may be pushing it).

EDIT: It was pushing it. Check project post for details.

I just want to know if there's anything I can fix up in this one as it can get boring making units and decorating them...
2010-09-01 05:31:00

Author:
SSTAGG1
Posts: 1136


I'm going to play it when I go on the PS3.2010-09-01 09:35:00

Author:
Eronninja13
Posts: 637


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