I’ve recently finished editing and updating the second part of my eventual three-part series about units in RTS games. So go check out the newly revised Units (part II).
Filed under: Posts by Luke, RTS Concept
September 28, 2009 • 10:27 0
I’ve recently finished editing and updating the second part of my eventual three-part series about units in RTS games. So go check out the newly revised Units (part II).
Filed under: Posts by Luke, RTS Concept
February 19, 2009 • 01:56 4
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Why are strategy games fun, and why do we care? This is the first question that needs to be addressed before any attempt to build a better RTS game is undertaken. Games like Half-Life were built from the ground up based on questions like this, specifically by trying to create an immersive novel, and with every facet of the game bent towards its ultimate purpose, the result is highly polished. Whether it’s a success or not is subjective, but I say that Half-Life, and its successors are the Canterbury Tales in the history of single-player video games, and demonstrated what it is that the medium can and should become. Strategy games are more complex than creating a single linear story because a single game actually embodies a single instance of a solution space that can be immensely large, and using a wide variety of starting parameters such as player skills, preferences, etc. So if we are to plan what strategy games should become, first we need to figure out their basic elements, and the proper tools and methods used to construct such a game. Let’s begin by figuring out what has made past strategy games successful.
Filed under: Posts by Evan, RTS Concept , game design, games, rts, strategy
November 17, 2008 • 16:16 1
Finally I get around to part two! I’ve had a number of thoughts lately, perhaps inspired by the recent announcement about a possible 2010 release of Supreme Commander 2, to do with RTS games – more specifically; units, command management / control, and user interface. I’ll continue my rant about units in this post but try to tie in the other aspects as I go along.
Upon reflection, what most strikes me and sort of disappoints me about units in Supcom, as opposed to say, TA, is how ‘light’ and unsubstantial they feel. They appear to slide about the terrain as if skating across ice (yes, especially the hover units but not only those) and don’t bump into one another in the manner you’d expect giant metal tanks and robots to do – it’s all soft and bouncy and well… it just doesn’t feel right.
Filed under: Posts by Luke, RTS Concept , ai, physics, rts, supcom, supreme commander, TA, units
May 1, 2008 • 19:15 3
Traditionally, RTS units are non de-constructible. What I mean is that the actual units themselves, in almost all RTS games I’ve played, live a short ‘0 / 1′ alive/dead existence, with a certain amount of damage points (shown as health-bars) to represent damage in a fairly abstract way. Most RTS games display diminishing health/damage of a given unit with some kind of cute preset animation. For example, in Total Annihilation the units billow an ever greater amount of smoke. Upon actual death they possess a variety of explosion animations to represent their demise, such as breaking apart or full blown explosions with flying debris!
In Supreme Commander we see pretty much the same system but with fancier deaths or damage animations. The experimental units in particular go out with a real bang. I’m going to propose a more modern and importantly, more fun system in terms of actual gameplay mechanics. It is also, I think, a more realistic way of doing things and fits in with my RTS concept.
Filed under: Posts by Luke, RTS Concept , damage, energy, macro, micro, rts, strategy, supcom, supreme commander, TA, tactics, troops, units