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#1

World Conflict 1-4 player RTS

Archive: 3 posts


My idea (and probably many other people's ideas as well) is to create an RTS where each player starts in their own, easily defended base, and must expand their empire and conquer the other players to win. If possible, a conquered player is either booted from the game (although that might give be some bad ratings) or 'joins' the conquering player so that they no longer attack their conqueror's units.

Like my current RTS, the level will include air and ground units (possible naval units too), along with a build menu and income/expenses system. I am hoping that with the more advanced logic, I'll be able to create an actual AI that aims correctly (and maybe if its really good, maneuvers units to avoid incoming attacks).
2010-08-31 17:26:00

Author:
SSTAGG1
Posts: 1136


The biggest problem I can think of with multiplayer RTS style games is: how do you keep the HUDs from overlapping and how do you keep the other players from seeing your stats?2010-08-31 17:29:00

Author:
Scifiguy
Posts: 95


The biggest problem I can think of with multiplayer RTS style games is: how do you keep the HUDs from overlapping and how do you keep the other players from seeing your stats?

My plan was to either make the HUD entirely out of the vacuum material, but so that the other players can't see it (if there's an option like that), or just use the Controlinator with a thorough guide before hand. Menus would only be accessible by the player that owns it (so no random enemy can come and spawn a bunch of T1 tanks). I don't think that the stats would be a problem, because anyone willing to go check would have to leave their base unattended, and anyway, why do it, it changes awfully quickly, so it wouldn't help 'that' much.
2010-08-31 17:35:00

Author:
SSTAGG1
Posts: 1136


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