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Where are all the RTS Games?

Archive: 27 posts


Seriosuly where are they?2011-08-04 20:27:00

Author:
Unknown User


In my signature! 2011-08-04 21:29:00

Author:
Willman4
Posts: 170


+ they need complex logic to make them done, path finding, AI (for your units too, since they need to behave in right way when they attack), numerical logic etc. so dont expect them to popup frequently.2011-08-05 00:17:00

Author:
Shadowriver
Posts: 3991


Hmm, maybe I should finish some of the rts' I've made. I've got one done, but it's LBP1. They're too much work for not enough recognition IMO.2011-08-05 04:17:00

Author:
SSTAGG1
Posts: 1136


I'm working on one ^_^ don't worry2011-08-05 04:25:00

Author:
Unknown User


He's right though - When they were still announcing LBP2 - Mark Healey seemed to think it'd be the easiest thing in the world to make and that we'd see a ton of them.
The reality is somewhat different (moral of the story - NEVER believe the hype )
2011-08-05 12:35:00

Author:
Macnme
Posts: 1970


Well, without level saves (like capture save at desired time) and/or proper data transfer between levels, I don't think we will see levels that we want to commit more than a few hours' time. That, and the lack of recognition for outstanding work SSTAGG1 mentions may be delaying the abundance of such levels.

If we had proper level snapshot save functions, we'd be investing much more time for different types of levels. Such levels would be a little more popular. Currently, any level that take me more than 15 minutes makes me want to switch the level. I'm part of the problem, but I'd be more willing to invest my time if I knew I could save my progression. This is also true for RPG levels and the like.
2011-08-05 13:56:00

Author:
hesido
Posts: 166


IMHO lack of saves isn't such a big problem for RTS'es as it is for RPG's, as the latter are practically defined by character growth, and the former can do without. I personally don't mind investing an hour in a level, as long as I know beforehand how long it'll take, the level is worth it, and it doesn't crash half-way through.

This reminds me of that thread by Dortr (no, not that recent one) about the lack of interest in non-platforming levels. It would seem that LBP's platforming origins mean LBP2 is still largely populated by platformer fans, who are less interested in RTS'es and such.
2011-08-05 14:17:00

Author:
Rogar
Posts: 2284


I'm starting to make Battlefield: Bad Company 2 for LBP, I suppose that could count as an RTS, since you're controlling different vehicles and doing so with some strategy.

Also, true RTS' a're not as fun as people thought they would be. LBP can only do so much, and RTS' rely on many things to succeed.
2011-08-05 14:37:00

Author:
SSTAGG1
Posts: 1136


RPG Saves shouldnt be a problem. Just do a save code like the old games. Each Character represents a certain progression in a certain place.

example: AUH
A = Never been to said place
U = The Dragon is killed
H = You have a sword in your inv

Just regenerate the world based on the code input.
2011-08-05 15:10:00

Author:
Unknown User


As previously mentioned, RTS logic is staggeringly complex; only a few strong-minded individuals can implement such tech, and implement it well. LBP2's child-dominant demographic begets a domination of simpler platforming levels, rather than overly complex, logic-heavy levels.2011-08-05 17:21:00

Author:
xero
Posts: 2419


Seriosuly where are they?


In the PC.
2011-08-05 20:59:00

Author:
SnipySev
Posts: 2452


Not too many people like RTS anyway...2011-08-05 22:19:00

Author:
zzmorg82
Posts: 948


If pathfinding wasn't so er... impossible. I'd be all over RTS's.
TBH, if they made a 'Pathfinder Mover' that could navigate around objects while still arriving at a set Tag, I'd never stop using it! The varying-damage-based-on-what-unit-type-attacks-what-unit bit is easy, and getting units to respond accordingly when nearby allies or enemies is certainly do-able. It's just navigating complex environments I haven't got a clue about.
I've got ideas for how to make vehicles navigate mazes randomly, but getting to a specific point in as little time as possible... No idea.
2011-08-05 22:43:00

Author:
Ostler5000
Posts: 1017


that you don't know how to make pathfinding doea not mean it's impossible, specially when ray-tracer is possible on LBP ;]2011-08-06 04:09:00

Author:
Shadowriver
Posts: 3991


Pathfinding is theoretically possible, but meticulously challenging to create. Then again, no one thought a first person shooter would be possible in LBP and look what happened. 2011-08-06 04:12:00

Author:
xero
Posts: 2419


I would like to see some more, however my favourite genre for LBP is platformer, so more (good) ones would be nicer.2011-08-06 12:52:00

Author:
kirbyman62
Posts: 1893


I'll believe it when I see it.2011-08-06 15:12:00

Author:
Ostler5000
Posts: 1017


I'm waiting for LBP Vita to make one because of the touch screen controls.2011-08-06 20:14:00

Author:
SackBolt
Posts: 97


Don't expect full blown RTS games from the LBP community. Apart from the investment to create such a thing, it requires an investment from the player as well, with complex controls, knowledge of units and strategies. Instead, inspire and hope for smart folks to use clever elements of RTS and put them into smaller scale projects.

Take Epicurean_Dream's Genesis Armada (http://lbp.me/v/48j6cp) for instance. It is a blast to play with 4 people, has a very short introduction and after two plays you have the hang of it. Highly recommended.
2011-08-06 20:40:00

Author:
Antikris
Posts: 1340


Well, I'm releasing one tomorrow. You can take a look at it if you like, its in the Ideas and Projects- Forum under Defend your Castle!.
Actually, Pathfinding is way too easy. I could make a tutorial if people would like that?
2011-08-06 20:49:00

Author:
Unknown User


Actually, Pathfinding is way too easy.

This tells me either you don't know what pathfinding is, or your "pathfinding" system is extremely simple, and isn't actually pathfinding at all.

I'll have to see this tomorrow when it's released.
2011-08-06 22:06:00

Author:
xero
Posts: 2419


This tells me either you don't know what pathfinding is, or your "pathfinding" system is extremely simple, and isn't actually pathfinding at all.

I'll have to see this tomorrow when it's released.

We are talking about the Pathfinding I mean? The thing where stuff follows a preset path? How can that be extremely simple? I mean, it follows it or it doesn't am I right?
Nevermind, you mean when an object behaves intelligent and searches its own path. Didn't know that, sorry. But my way is enough for my RTS
2011-08-06 22:22:00

Author:
Unknown User


We are talking about the Pathfinding I mean? The thing where stuff follows a preset path? How can that be extremely simple? I mean, it follows it or it doesn't am I right?
Nevermind, you mean when an object behaves intelligent and searches its own path. Didn't know that, sorry. But my way is enough for my RTS

Precisely. I could make an RTS in ten minutes using tag follower logic to move units, but that's not exactly pathfinding.
2011-08-06 22:41:00

Author:
xero
Posts: 2419


I've been thinking of doing a tutorial just for rts' actually (about 2 weeks ago). Only thing stopping me is that it would only work for how I make an rts, and due to it being incredibly complex, hardly anyone would understand it. Those that did, wouldn't need it, as they'd already have their own way to do it.

That, or a shooter tutorial, but those are fairly easy to make anyway.

It'd only be after my new level(s?) that I do them though.
2011-08-07 06:39:00

Author:
SSTAGG1
Posts: 1136


that you don't know how to make pathfinding doea not mean it's impossible, specially when ray-tracer is possible on LBP ;]

It's not impossible! I have made it and it's working perfect. The units moves very smoothly.
2011-08-07 17:06:00

Author:
Willman4
Posts: 170


It's not impossible! I have made it and it's working perfect. The units moves very smoothly.
It works quite well actually.
2011-08-07 19:01:00

Author:
SSTAGG1
Posts: 1136


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