Simple Rts


That sounds great.

We do need to think about the resource issue, though. Do we go with the classic Dune et al of having a single resource that solves all our problems, or go with the Z idea lintsniffer mentioned and drop resources, opting for some kind of control-proportional time-based reward?
Perhaps with bonuses for kills
 
Wite_Noiz posted on Jul 2 2006 at 10:21 AM said:
That sounds great.

We do need to think about the resource issue, though. Do we go with the classic Dune et al of having a single resource that solves all our problems, or go with the Z idea lintsniffer mentioned and drop resources, opting for some kind of control-proportional time-based reward?
Perhaps with bonuses for kills

I'm a resource man myself, because resource handling is a skill, just like defense, attack, speed, and so on - it gives the game more strategy - do I attack their base, or limit their resources? should I take out that ore miner in a swift bombardment, or take out the tanks defending it first? Region based income would not only be trickier to code, but also take away the game's simplicity - if we ever decided on a TBS instead of an RTS though, that's the way I would do it. It's an interesting idea, but I think we should remain more traditional. Let's not rule it out completely though, it's still a good idea.

When it comes to building, I think we should stick to a grid system, making it easy to place things like walls and such - for example 8x8 tiles for walls, and then for buildings 32x32...as long as each building would cover so and so many of the grid, we can keep everything alligned nicely by snapping to it when we're placing things.

This wouldn't apply to units obviously, but if we wanted accurate base design and wall building, grids ftw ;)
 
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Well, I've made good on my promise, and I've made a few different units.

manstrans.png
manstrans2x.png


The two on the top are a heavily armoured footman and a quick footman.
Under those two, you see the full list of frames of animation for the basic footman unit, turning in all four directions.
Below that, you see the four directions of a motor bike and a small attack-car.
Then there's a small tank, a transporter, and the sideways and upways directions for the full and empty ore truck.

Been having a nice long chat with Vynx in MSN today regarding gameplay, and though I didn't help much with the simpleRTS ideas, I think we may be closing in on the design of a less simple variant of it that could work.
 
They look great Magnulus :)

We've been discussing the game design a fair bit, and there's probably too much of it to post here, so let's just say it's the nitty gritty stuff, the small details on how the game'll be built - when Wite Noiz gets on i'll explain.

All we need now is a few buildings. ^_^
 
Haha, those are awesome! I really hope to see this get of the ground.
 
You know what, JaqM, it completely slipped by me.
Seems like a really nice and simple idea, but I think they're going sligthly more advanced than that. I fully support your idea, though.
 
JaqMs posted on Jul 2 2006 at 04:19 PM said:
Has anyone even looked at my previous post?

I have yes...but what you're suggesting is a radically different game design, and we already have that pinned down. Not saying the idea wouldn't work, or that it's bad, it's just not what Simple RTS is about.

:)
 
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Vynx posted on Jul 2 2006 at 03:48 PM said:
when Wite Noiz gets on i'll explain.
What? What's that? Speak up! What did I miss?!
Sorry, spent the day drinking and playing cricket (howzat!). Bloody hot, though.

Ermm... yeah!

Sorry, JaqMs, my last message was kind of including yours indirectly. I've begun work on a mapping system which includes ore, so I guess we're going with the ore collection scheme :p
Vynx asked me to code a map generator that wasn't entirely random (i.e. random lakes everywhere), but I guess that'll come later.

P.s. Anyone good at menu designs? Always find them rather boring (though I've sketched a few ideas)

P.p.s. Keep up the great work Magnulus - I'll include a few sprites of yours in the release after what I'm working on (don't hold your breath - I have a job)
 
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I'll be willing to make a sketch menu. Though I think it would have to wait a while since a complete list of features would be needed to incorporate them into a menu.
 
Winterkid posted on Jul 3 2006 at 02:00 AM said:
Single resource (Dune 2) or multiple resources? (Starcraft/Settlers)
I think we'll keep it single for now and consider a second resource later if it won't overcomplicate the issue.

Having a second resource for more specialised equipment is good, but probably not the first versions.
 
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An hour and a bit later and I'm done. This is QUITE long. So tell me which you think is the best ones please.

Hydrozenium - Powdered metallic mineral. Highly Toxic, do not touch.

When carefully harvested, by professionals using special bioprotective suits, this highly valuable material is incredibly versatile. Combined with various other elements, can be used to create metals as strong as steel, or even soft material like vinyl. Worth small fortunes on the black market, many small militant groups have worked slaves to death collecting this dangerous resource.


Eternium - Raw metallic ore.

Eternium is a metal as strong as titanium, mined in very hard to find deposits, it's use once processed is similar to titanium, but with a longer half-life and slight orange appearance. Incredibly difficult to harvest, heavy machinery is needed to extract the valuable ore right from the ground. Only specially designed furnaces can superheat the ore enough to prepare it for casting. Properly outfitted, a factory can create nearly indestructable metals to enhance existing machinery or create machines capable of withstanding enormous force.


Demonium - Gelatinous mineral, with toxic gaseous emissions

Said to be deadly in it's unrefined state, Demonium is named from it's legendary beginnings, where people avoided the swamps where it was most common. Once the raw jelly is sucked into the collector, a complete seal is needed to keep the odour from escaping. When purified, the jelly is then added to liquid metals in their forging stage, gaining the ability to become resistant to damage, and also to poison living things on contact with the bloodstream. According to the legends, Demonium is the shed blood of demons (hence the name), and a form of pure evil. Do not let unmasked personnel too near areas with Demonium as they will become sick and/or die soon after.


Cuspflowers - Random Flora

Collected in a large amount, the Cuspflowers grow often between the mountains and the grasslands. When ground up in a processing plant, they can produce a powder called "Fourfuel" that is mixable with fuel to almost quadruple vehicular mileage and efficiency. Also a potent narcotic, it's highly coveted by various mobster gangs, and will often be harvested for street drug, called "Whiz". Many times a Fourfuel refinery has been raided by high-rolling Syndicates for the precious product.


Invetrium - Medicinal spice, with healing properties

Deep in the desert, a blueish dust can often be found close to an oasis, making the sand appear greenish in color. This is Invetrium dust, and it's one of the most powerful healing agents known to exist. So rare on some worlds, governments have traded entire stocks of gold and platinum for mere bottles of the the refined powder. First a machine hovers over the target sand, while selective magnetism pulls up the Invetrium dust, at the same time slowly moving aside the course sand. Processing can only delve to one foot as the beetle's lair that produces it cannot be disturbed, or the colony will move elsewhere. Efforts have been made to duplicate this delicate formula, but to no avail. Some scientists have even try to extract the dust directly from man-made beetle lairs, but the amount produced was too miniscule to make the effort worth the outcome. Once the powder is ready, and no trace of sand remains, it can be added to topical cream to make an ointment, added to a gel or syrum to be injected or even put into small capsules or tablets to be swallowed from incredibly fast releif. The regerative properties of the dust are so powerful, a tiny pinch of the refined powder can heal an entire squad of troops, once divided among them.


Fibrosteel - Dual-component radioactive Metallic Ore, high level biohazaard danger.

Once thought to be the source of much of the religeon of this land, the glowing rocks in the hills show the signs of Fibrosteel. Unstable in it's raw collected state, it glows and seems to pulsate with radioactive energy. Over the years, advances in de-radiating technology have allowed us to use special processors to break down Fibrosteel to remove the radioactive element Winterium (named for it's icey blue glow) from the Fibronium, the hard metallic portion of the ore. Once the Fibronium is clear of the radioactivity, it can be smelted as other metals and used for any number of high-grade metallic uses such as metal plating, armor plating, ammunition production. The Winterium is first refined further, to provide fuel for industrial reactors, such as those used in Fusion-based power plants or the Heavy Vehicle Factories. DO NOT let unprotected personnel or vehicles near the unmined or raw ore for they will run the risk of death. Approach only with proper extractor!


Xenium - Alien mineral, with bioluminescent properties

Greenish glowing crystal formations, these were discovered decades ago on the surface of an alien world, where the inhabitants traded their secrets with the human race for, of all things, the formulas for plastic and 20,000 head of cattle, as they said they were unhappy to "steal it anymore" Once the crystals are harvested, their uses are varied.
- "Force field" technology is now available to us, by focusing slight heat to the crystal fragment properly cut to specifications, and focusing the resulting energy outward from the vehicle.
- Computer technology is now capable of pre-anticipating and pre-calculating data and orders before it is received. Encasing the CPU in a Xenium crystal cut into an hourglass-like shape, connected at the corners, not only is the CPU more powerful but can be clocked at much lower speeds to generate much less heat. The usual fan is placed on top.
- Hovering technology is advanced greatly apply 4 crystals of exact size to the four outer corners of the vehicle, and applying a low electrical charge to them.
- Cloning technology is enhanced with our new AGING chambers. Within the lower levels of the Barracks, the embryonic chambers have a single pyramid-shaped crystal hovering above the newborn clone. By applying a slight proton charge to the crystal, the aging rate of the inside of the chamber advances the newborn to adulthood within moments. The adult clones can then emerge from the chamber to proceed (with help) to the rapid education center for life-experience insertion, indoctrination or battle training.


Evilstone - Darkly marbled rock

Named after the Evil king who kept his entire kingdom in slavery, building his caslte with this type of stone. One requires a plasma cutter to harvest, this nearly impervious stone. It is both dark red and dark blue in marbled fashion. At harvesting time, the stone is cut into giant plates, then carried by hovercraft to be finished and stacked until use, or sold to generate income. When finishing is taking place, chemicals can be used to turn the entire surface to a bright red or medium blue. Some have even managed to discover how to turn the stone naturally to a bright green or yellow. Rare tales are told that state that some have managed to produce purple, pink, white, black
and grey versions, without having to paint the surface. Should the owner wish to change the color, a quick wash with water and detergent, and the new chemical application will change the color to the desired one.


Buzzquartz - Resonnant crystal rock, with ambient hum

Unlike generic quartz, this form emits a low humming noise, depending on it's size. It constantly vibrates, producing a very high frequency pulse. This is the secret behind the "pulse laser" that is crucial to most battles where ammunition isn't always effective against a target. High voltages can be applied to the "Buzz" quartz to generate incredibly intense light, which focused through the right lens arrangement creates a white beam that can cut, burn, bore through and penetrate almost anything it hits. Certain mirrored plating and energy fields may be immune to the effects of the pulse laser, depending on it's strength.
 
Well, for a simple RTS, I'd recommend not using Gather&Return kind of system (Starcraft, Dune II) but rather a Total Annihilation-esque system ("build building here which mines...").

In fact, using the Total Annihilation resources (Mass/Metal and Energy) would probably be the easiest, and would allow for a good ammount of balance. In Total Annihilation, Metal was gathered by placing Metal Extractors over Metal pools, and Energy was gathered by having such things as tidal generators, windmill-things and solar generators. In addition to that, wreckages on the battlefield (awesome!) could be reclaimed to earn some additional metal, and plants could also be reclaimed for some extra energy.

The Total Annihilation way of recourses allow for a purely offensive or extremely defensive oriented way of play, instead of a more traditional and "Real-Time TACTICS" (not strategy) way of play, since with a TA method, you won't have to control all your recourse gatherers all the time when suddenly that damned field of spice runs out.

Combining TA and Dune II could be nice, too: have large pools of Metal, where you can place several ammounts of metal extractors on. Slowly, the metal pool decreases in size and one day you'll have to remake metal extractors somewhere else...

And Battlezone 2's "Biometal" is really awesome. :)
 
Whatever you guys decide, I can amend any of the descriptions to suit your needs. I'm a bit of a writer, so I can even do storyline fine-tuning for the game/single player/multiplayer, etc.

Anyone thought of coming up with unique logos or emblems for the various forces/armies?
 
Wow, Winterkid, that must have taken a lot of time to do. Good on ya!
Now, I'm just a graphics-type-person, but from my dealings with the guys, I'd imagine that they're not really looking for very expansive back-stories for everything, nor would I imagine that there would be that many different "forces" other than red and blue. We'll see, though, because that's just how I think that they think. May very well be that I'm completely wrong about them and they want a full storyline for everything.

PS: If you're a writer and you want to help writing stories for games, you should put yourself in the Talent Thread so people can find you easily if they're looking for writers. You'd be the first one specified as a writer so far (I should really add that in for myself) so your prospects are good!
Make sure you have some sample work to link to, for example that post you made right now, but also other, more elaborate things. Doesn't have to be GP2X related, either.
 
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Wow, a lot of suggestions and ideas coming up, and some of them are quite ambitious too - We appreciate everyone's help and ideas with this, they're all very useful :)

The idea of Simple RTS is to just get an RTS out there on the GP2X, to show that a handheld system is not only capable of playing such a game well, but perhaps better in some cases. We have to prioritise what we're going to do; story, extra resources, or more advanced things like research, custom units, power plants, unique races, would make development time very long, and it kind of clashes with the overall message of the game. I love RTS games afterall, and i'd love that sort of depth, but right now those things are kinda low on the todo list.

But if the project is a success, there's nothing stopping it from being continued, adapted, and made better - and if the source is released, then we could see all sorts of different RTS styles cropping up, once the foundation is there.

The more ideas we include, the longer it'll take, the harder it will be, and the less likely it will be finished - a finished game that can be later improved is far better than a project that's half finished and of little use to anybody.

Simple RTS is the first step, it's a little bit too early to think about things on a grander scale. Keep the ideas coming though, who knows where the project may lead ;)

Winterkid, your resource write-up is very impressive, and will certainly be taken into consideration.
 
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