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How do I make a real time strategy game?

Archive: 5 posts


I always wanted to make levels play like this:
http://static1.gamespot.com/uploads/scale_super/gamespot/images/2006/047/reviews/713574-925180_20060217_034.jpg
But I have no idea how to do this...

But, I do have part of this project done:
http://ie.lbp.me/img/ft/38e9d6b33031566a77c8e01b1aa8546ef2f3bd7f.jpg
http://i1.lbp.me/img/ft/d91f6fc5ca4e387b06ada1bfe8a92fd709b77cb0.jpg
http://ic.lbp.me/img/ft/62ccb531f7d6ac047b2e035385a3a3f01c6b79ad.jpg

These are all made back in LBP2, and I may have changed some designs to these ships.

So, uhhh... how do I make a real time strategy game in LBP3?
2015-11-24 15:26:00

Author:
thaia2013
Posts: 111


It's been from 2011 and LBP2 release that I have been trying to make a remake out of Command & Conquer. The results have been disappointing and I'm still trying it up to this day, but I do think I have some experience on the subject that may help you.

From the image I can't really see how much you have done, so I will try to make a generic post about making Real Time Strategy levels.
Now, you are trying to replicate Empire At War space battles, aren't you? In that case, we can forget about buildings and stuff, and concentrate on our main problem: units.

Units, to put it simply, need three characteristics in a RTS game made in LBP:
- AI for Movement.
- AI for Attack.
- Health System.

Obviously doing these three things may be a bit more complicated that it sounds. For the first point, we need to give the units the ability to move, at will or commanded. A basic solution can be a Rocket Rotator with a Tagged Follower or, vice versa, a Curios Rotator with a common Mover with Local Space activated.
There would be the problem about collisions, but I think that's actually minor in this case. You can put Calamari and Imperial Destroyers on one layer and all the Fighters on the others. This way, Fighters aren't going to collide with the bigger ships, and if we make all the fighters immaterial they won't have a problem between themselves (given their size compared to the bigger ships this shouldn't be a problem aesthetic-wise).
Also, Fighters should have an automated AI: I didn't play EAW, but if I remember correctly from what I read on the internet, the bigger ships spawn the littler ones, don't they? This makes our job simpler as only the Destoyers need to have a human commanded AI (something that must be achieved with a Controllinator-controlled house-made cursor with an Emitter on it capable of emitting invisible microchips with Tags attached to them that the Destroyers can move to).

Also we have a problem about AI for attacks. This may be a bit more complicated, and the main problem is combining it with the previous point. Fighters are simpler, as they simply attack continuously as long as the enemy is in front of them (so Emitter+Tag Sensor), and you can add an AI to make them follow the nearest enemy fighter... but we need to do something about the Bigger ships. In my level (the LBP2 original one) I made it so that Tanks always prioritized to the movement command given by the player, but they still could attack while moving and, if left without orders, they would approach any enemy unit near their range.
Destroyers in your level may work in a similar way: you can put them so that they auto-attack any approaching Fighter with their multiple smaller turrets (so, put more independent turrets on a single Destroyer) and use the more powerful lasers against enemy 'big ships'. This can be more complicated to solve, since we need to make the Destroyers rotate themselves to take a good hit (and don't, say, see the laser fire through the ship itself at an enemy ship).

Finally, Health System. Which also includes how projectiles work... and this may be the hardest problem that needs to be solved. The solution I used for my level was also the main problem that prevented me from ultimately publishing it: tanks would shoot shells with Tags and Impact Sensors linked to Destoyers (the logic piece). As long as the shell hit something, it would explode, and in case it hit an enemy tank, it would give for an instant a touch with its coloured tag to the vehicle, touch that would be registered by an Impact Sensor placed on the tank. The sensor would be then linked to a simple Health Contraption made up of Counters. The main problem is that when two shells hit the same tank at the same time (or just about), the counters would register only one hit... which becomes a big deal when you have twenty tanks fighting each other or so.
Your case would have the same exact problem, especially with Star/Calamari Destroyers: imagine them being bombarded by douzens of Fighters and the cannons of enemy flagships. It may become a big problem. Sadly, this is one of the things I'm still thinking about and am yet to come to a definitive solution. As for now and your case, I'd think about separating parts of the Destroyers so that every one of them has a separate Impact Sensor that would be registered by a centralized counter-based Health System.
In addition, we must decide how to make projectiles in your level work, like, if they stop in their track if they hit anything or only if they hit an enemy unit. And projectiles must be able to change layer depending on the position of the target (if we chose to follow the different layer strategy for Destroyers and Fighters collision problem).

And given all these things, we should do something about player management as well. Like how the player is limited in making new units, resources, how you win the level, and so on.


All of this post can be recapped in a single sentence: making an RTS in LittleBIGPlanet is NOT simple
Hope that this helped, not sure if all the words are correct since I do not play LBP in English, sorry if that's not the case!
2015-11-24 18:43:00

Author:
Puntolory
Posts: 34


Thanks for the help.
when two shells hit the same tank at the same time (or just about), the counters will register only one hit

You could fix that by using a projectile sensor and a invisible projectile (I.E. Water, fire, plasma, and electricity) instead of a impact sensor and tag because:
1.The projectile sensor can detect MUCH better than impact sensors in terms of impacts.
2. It really isn't hard to implement this onto your self made projectiles.
2015-11-24 21:39:00

Author:
thaia2013
Posts: 111


I was going to suggest some sort of queueing system where an invisible damage object remains until all damage has been accounted for. Maybe a sensor set to require multiple tags could work. But your solution sounds much better.

Star Destroyers shooting paint balls... sooo LBP!
2015-11-25 15:34:00

Author:
Rogar
Posts: 2284


Thanks for the help.

You could fix that by using a projectile sensor and a invisible projectile (I.E. Water, fire, plasma, and electricity) instead of a impact sensor and tag because:
1.The projectile sensor can detect MUCH better than impact sensors in terms of impacts.
2. It really isn't hard to implement this onto your self made projectiles.

You're welcome... and that solution! I've never thought about using LBP projectiles and their sensors. Given how they worked in LBP2 story mode I can see how they are better for this task. Thanks for the tip, I'm definitely trying it!


I was going to suggest some sort of queueing system where an invisible damage object remains until all damage has been accounted for. Maybe a sensor set to require multiple tags could work. But your solution sounds much better.

Star Destroyers shooting paint balls... sooo LBP!

Maybe making fighters so that after exploding they release poor sackbots who float around in space for some seconds can be another idea
2015-11-25 18:38:00

Author:
Puntolory
Posts: 34


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