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#1

Futuristic RTS (Real Time Strategy)

Archive: 7 posts


So I've been back and forth between projects in the last few months, but one thing has stayed the same: my drive to create LBP's first Real-RTS. I say 'real' because I've found plenty of strategy style levels, but most are either lacking the flavor or aren't a true RTS.

What I've got so far:
-Realistic scrolling set-up
-Engine for selecting factories (example: troop manufacturing buildings) and a unit building engine (with 4 units per building, roughly 3 manufacturing buildings per race)
-Three manufacturing buildings: Light infantry, Armored Units, and Air Units (though I need design help for unit models, I will supply AI and logic)
-Unit AI (the RTS' I've found on LBP2 all have the same issue pretty much, and that's unit AI. Their units all seem to get caught on walls/doodads and it just looks sloppy. I've created a solution for this issue)
-Mineral gathering AI (to gather resources)

In the works (could use some help with the following):
-Story
-Unit, map, sprite, and building design
-Audio track
-HUD (don't need help with this, but I'm open to opinions)
-Upgrade system
-Builder system
-Unique Menu

If anyone would like to jump in and see what I have so far feel free to send me a msg on PSN (username 'ZeMurdarah'; not the same as my username on here )

Thanks folks.
2011-10-24 14:46:00

Author:
Unknown User


Aw, dang Ze, ya shoulda told me you were working on this earlier so I could've helped you! It looks like I still can, may I?2011-11-01 03:17:00

Author:
Unknown User


Yeah man, I would've let you in sooner but I thought you'd be busy working on your own RTS. My bad. Yeah I'll let you see what I got next time we're both online.2011-11-01 09:45:00

Author:
Unknown User


Ok sweet! I've been working on unit ideas, don't know if they'll work for this though.2011-11-02 02:07:00

Author:
Unknown User


That dude I met on your moon last night, Brad_Jedi (I think?!). He's got some wicked RTS stuff he said we could use. He had a pretty cool waypoint system I wouldn't mind throwing into the level, not to mention he's pretty great at design and had some nice looking units (a few, 3 I think, ground units and several aircrafts).

Besides that, I've got the pathfinding chip done.

What I'm going to go for next, logic wise, is some sort of upgrading system. I want to implement one because I think it's be a great/much needed addition to any RTS level. Also, I had a manufacturing system set-up, I'll probably work on just shifting it over onto your moon (changing tag/tag colors, etc).

We also need to talk about what unit types we want. I suggest 2 infantry type units, 1 light armor (light tank) and 1 heavy, and maybe 2 airships. We really need to take it easy on the unit logic and try to condense it as much as possible, because we're going to want more than 10 units at a map at once (unlike the Mmpick Rts, which was that maps only downfall really).

So goal (for me at least) by Friday:
-Complete/tested pathfinding AI (I haven't quite tested it fully yet)
-Upgrading System (Upgrade max 3 per upgrade type [types being weapons and armor, though each unit type will have their own individual upgrades])
-Revision of manufacturing concept

Suggestions for you:
-One thing I'd love to see in our RTS is a way to scroll and select units as opposed to clicking each individual unit, one by one. I think I may have an idea for this but it's not going to be easy logic, at all. What it is is a holo-grid that follows your scroller, that (once you click/hold X and drag it, it starts to light up small 2x2? grid pieces of holo which all have a tag on them. Once you're done dragging and release X the tags (on the grid box) will activate and select any units within it's range. I will probably just have to come up with a concept and show you for it to make sense, but hopefully it works.
-Animations (if you're any good at that type of thing, I'm not the best at it but after watching Brad do his design stuff last night I think I picked up on a few tricks). We need unit animations (attacks and anything else that could make the level look great).
-Wrap up scroller

Needless to say, but I don't like dragging things out. Not saying I want to rush through this, but I don't want it to be one of those projects that takes so long that the idea goes sour to us. So the quicker we can work through it in the beginning, the better the outcome will be in the end. I'd say the logic should only take the two of us 2-3 weeks to finish and the rest of the time go towards design, level-crafting.

Sorry about this morning too.
2011-11-03 19:54:00

Author:
Unknown User


Update from my last post:
I just got the scroller idea to work, kind of buggy so I'm still working on it but it's pretty unique. Jump on soon so I can show you.
2011-11-03 21:30:00

Author:
Unknown User


Whoa O_O lotsa words! Lol but those ideas sound awesome. BTW, it was Jedi_Brad, not the other way around. Too be honest, I don't like the idea of aircraft. Wouldn't look good to scale, IMO.

Last morning didn't matter, I had to go to school in like 5 mins anyway.
2011-11-04 22:58:00

Author:
Unknown User


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