Space Rts


keaft

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Ok we (everyone on the forums that want to contribute) need to clear up some of these debatable ideas and get things more solid.

first off I need a list of names for the factions. There are 3 factions, slow and powerful (more intellectual, futuristic, roundish and spikey), balanced (industrial, mechanical, well rounded the entire game), and fast but weak (biological, cheap but weak, good for swarming)

so let the naming of factions begin

Edit: if you wish to be able to see anymore updates to ideas and such visit //http://wiki.github.com/Keaft/spacerts/compilation-of-ideas
 

JamineBourne

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Haha that's a pretty funky name, kind of obvious, but still good. I like it.

Other Punny names:
Pandoramonium in the Universe
PoRTSable (lame pun of of portable, and maybe port)
SuperNova StaRTS (another lame pun off of Star lol)
Thats a Shipload of Units!

As for the gameplay:

There are different styles for how long it takes to kill an average unit for different RTSs. For example, it took < 2 seconds to kill a marine in Starcraft with a group of about 4, but it takes around 3 minutes for four frigates to take down another in Sins of a Solar Empire. My personal vote for this kind of setup would be in the middle, as the Pandora's screen/controls would make it difficult to manage something as fast as Starcraft, but also it was just agonizing to play Sins early game for that reason.

Resources should probably be gathered with the least micro-management possible yet giving a lot of control. For this reason, I like the planet grid-based sandbox mode for placing buildings "strategically." You pick what resources to gather vs military buildings to build vs technological buildings to build. Planet defenses hangers and such should be built away from the planet. For example let's say a "farm" gets food or whatever the resource name is. It takes up 4 tiles, and gives you 10 food every couple seconds. You could fill up your entire planet's grid with farms, and have a TON of food, but then you wouldn't have any metal resource, or the ability to upgrade your units (let alone any restaurants to cook the food lol)

I loved the Sins capital ships. They were great (minus the fact that it took 30 minutes for me with 100s of units to destroy one that had leveled up for 4 hours lol). I think a similer idea should be implemented here.

I give props to an pregame adjustable population limit with the range depending on the above factors.

The different factions should represent play-styles. Yes, Strong and slow, Fast and Weak, and In the middle are play styles, but there's also that guy who builds like 5 units and somehow demolishes your whole base as your sitting back, booming with 100s of farms on your planets (lol), trying to get the one really good food upgrade faster than anybody else cuz then you rox man! I'm just saying economy should be taken into account as well. I propose the "fast/weak" to have a quick economy bonus early game, making them fast, but then suffer late game with a slower rate of income. The medium civilization could have a way to choose 1 resource that it can triple the income of (or something balanced), and build units accordingly. The slow civilization would suffer initially with a weak military (yet very good base defenses in case that rushing guy comes plowing in), but then he could purchase upgrades that further his economic income rate for all resources above that of the other civilizations. However, all three factions should have a way to vary their strategy, so an opposing player doesn't know EXACTLY what they're going to do every time because of their civilization choice. Maybe a group of expensive, heavy-armored slow units for the fast/weak, support units for the middle race that can change units on the battlefield based on their abilities (increase hitpoints, attack, speed, visibility, amount, type, look for a short period of time, repair units, power suckers (drain sheilds, if there are any), wormhole makers (teleport to different parts of the map), EMP shockwave that disables units for a short period of time, a unit that can hijack other ships and convert them ), the heavy civ would have a way to move their big units around the map quickly via phase jumpers that propel them to enemy sites and have very weak, very fast units for pestering tacktics (invisible scout).

Phew, that's my 2 cents, just here to make something controversial to talk about haha. I would code, but my java skills are not up to par with a game of this caliber, and I have a lesser game of my own I need to tend to.
 
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bzar

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Mithrildor said:
Will this game ever release? And is there any coding done at all?

This project is clearly using the waterfall model. Give it time :)
 
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dflemstr

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Mithrildor said:
Will this game ever release? And is there any coding done at all?
No, as I have stated previously, I'll have others (especially keaft :p) do the idea creation and planning (and finish it) before I get down to the code.
 
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victorsavu3

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I' like to help code for this project, i have know c++ pretty well, but i have done very little regarding 3d graphics (but i want to learn). i have jusgt one question: how will the planets and stars be arranged in the universe? something ike the real world where planets orbit around stars and stars orbit around the center of the galaxies and galaxies orbit around a central black hole or something, or will the stars simply be scattered all around with no organised movement?
 
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dflemstr

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victorsavu3 said:
I' like to help code for this project, i have know c++ pretty well, but i have done very little regarding 3d graphics (but i want to learn). i have jusgt one question: how will the planets and stars be arranged in the universe? something ike the real world where planets orbit around stars and stars orbit around the center of the galaxies and galaxies orbit around a central black hole or something, or will the stars simply be scattered all around with no organised movement?


I've been thinking about this in C++ terms already.

If we're talking universally, we'll probably just make a 2D plane with Entities on it. An entity can be a ship, planet or whatever, and move in any direction (if it has movementspeed > 0). It would also be possible to add simple 2D physics to simulate gravity etc, we all know the formulas so it wouldn't be difficult :p.

This would enable us to create time-limited maps where a planet slowly gets pulled toward a sun, and only planet speed upgrades can save you :p



The probability of us doing it like this depends on if Keaft decides to add any ground-breaking ideas that change the whole system of course :p
 
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victorsavu3

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but by doing it this way it is impossible to create really huge maps. stars could be scattered on a 2d plane and you could have huge fleets battling in space not just a few ships. planets would simply orbit around the stars and only be visible when you zoom in enough.
 

dflemstr

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victorsavu3 said:
but by doing it this way it is impossible to create really huge maps. stars could be scattered on a 2d plane and you could have huge fleets battling in space not just a few ships. planets would simply orbit around the stars and only be visible when you zoom in enough.

If you're talking about something of the size of Galactic Artifact then it wouldn't be a RTS game anyways. Maps can't have more than ~6 stars and ~30 planets if you still want control over the game.
And I don't know about the others, but I imagined the game to be more interplanetarian and not interstellar, so I put suggestions etc considering that.
 
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victorsavu3

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ok, about the coding: are we usind a full blown 3d-engine like ogre or simply SDL, because it-s only 2d and physics will be easier to implement?
 

dflemstr

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victorsavu3 said:
ok, about the coding: are we usind a full blown 3d-engine like ogre or simply SDL, because it-s only 2d and physics will be easier to implement?

Well, I personally think that GL is easier than SDL. Just my opinion. But we can make multiple front-ends for all I care; the game logic stays the same and is independent from the graphics layer.

Physics can be done in 15 min however we implement it. Remember that we only have circular objects (planets or ships), constant masses and a 2D plane (so we don't need 3D physics even if we make 3D graphics!). We give every Entity a Vector2 velocity variable and a mass variable and add 3 lines of code to the engine and bam, we have fully working physics.
 
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victorsavu3

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i'm talking about using SDL for opengl, because it also has a simple event system for mouse and keyboard (it basicly does everything by itself) and already works on the pandora.
 
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dflemstr

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victorsavu3 said:
i'm talking about using SDL for opengl, because it also has a simple event system for mouse and keyboard (it basicly does everything by itself) and already works on the pandora.

Oh I see, I just read your post wrongly. Well, OGRE isn't ported yet, but I would prefer to use something like that (Irrlicht would be a good alternative, for instance, with a much higher probability of being ported) since we'll need easy-to-use model loading, and I don't fancy having to handle stuff like draw order etc by myself if we want shaders and things like that.
 
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victorsavu3

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well last time i tried to get into 3d i used ogre and it was too complex for even simple things like drawing some 2d planes. The only thing cool about it is the model loading and shadows but that isn't too hard to implement.
And we can't be sure these engines will ever be ported.
 
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keaft

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Ok we're coming close to programing. I just need to finalize all of the ideas. I would greatly appreciate it if anyone could spend some time and take a look at: //http://wiki.github.com/Keaft/spacerts Read over it and pm me what you like and dislike and anymore ideas that you may have to make this game completely awesome. You will be credited to the ideas that you submit!!! Thanks for all the help so far!
 
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Mithrildor

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Looking good, a few ideas:
-Pirates and black market
-Different planet habitability on each planet + terraforming
-Gas giants
-Asteroid mining (some materials only appear in space (between solar systems , so hard to get materials)

Btw buy a copy of Sins of a Solar Empire , really awesome space rts.
 

victorsavu3

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I have a question about the libraries used.
What will be used for
Sound (maybe OpenAL)
Input(can we use ogre for this?)
audio/video decoding (music+cutscenes) (maybe libavcodec (from ffmpeg))

And will thes be the official developement thread?
 
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