Questions tagged [rts]
Real-Time Strategy. A game played live (ie not in a turn-based structure), where the objective is to build a base and conquer other bases.
174 questions
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Adjusting Minimap Camera Viewport Indicator to Account for Occlusion of Camera by UI
I am working on a 2D RTS game in Unity. One thing I want to represent is a minimap indicator that shows the camera's viewport. I got it working, but it doesn't reflect how the camera is occluded by ...
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Recreating StarCraft 2 pathfinding – no navmesh method seems fitting
As a hobby project I am trying to re-create pathfinding similar to StarCraft 2 based on the presentation from GDC 2011: https://www.gdcvault.com/play/1014514/AI-Navigation-It-s-Not
(Image source)
The ...
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Client and server with fixed tick in pygame
I'm trying to write a 2D RTS game with maximum of 10 players.
When server finish intializing each player receives start coordinates and game start time so each client will start processing ticks ...
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Triggering Enhanced Input Actions via inputs with modifier keys (Shift/Alt/Ctrl) in UE5
This question refers to the use of enhanced input in Unreal Engine 5. Whenever I say "modifier", I refer to modifier keys such as Shift, Alt, and Ctrl (rather than the Input Modifers such as ...
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How do some RTS games efficiently compute the launch angle of projectiles to hit moving targets, accounting for gravity? [duplicate]
Some real-time strategy games, notably Total Annihilation and Supreme Commander among others, have simulated projectiles that travel along realistic-looking parabolic arcs to reliably hit moving ...
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How do I modify parts of a texture on a quad?
I am programming a Real Time Strategy game, and I was wondering how I could retexture one part of a terrain quad to change a texture in the position where I click at. For example, if I clicked in the ...
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Maintaining unit formation while following path
I'm currently working on a 2D Age of Empires style RTS game.
Here's my problem:
I'm currently using the A* algorithm (via Path finding package) to move my units.
When you select a "group" of ...
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Do we need an ackowledgment packet in deterministic TCP multiplayer game?
I am trying to implement a deterministic game after having read 1500 archers on a 28.8. The simulation uses fixed-point math and the client only sends commands to the server which sends back the ...
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How to calculate distance for A* when searching a path on navmesh?
I've read a couple of articles on Navmesh+A* navigation.
So, I'm trying to implement a pathfinding for an RTS type of game. However, it seems I don't understand how to calculate a distance for A* when ...
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How to handle "identity" of unit/building types within an RTS context?
TL; DR: How do I give unit and building types a unique "identity" without turning my codebase into a mess?
I've been reading the genius Game Programing Patterns and it's made me very (...
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How could I simulate projectile collision agaisnt RTS units with primitive colliders?
For example, humans are easy they are just capsules. But for cavalry, an arrow could hit the horse or the rider. Right now cavalry are also capsule colliders for unit-unit collision, but for ...
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How can I improve the current enemy spawning system for my strategy game
I'm currently making an RTS game for mobile where mini battles would take place on tiny battlegrounds.
The problem is that currently the player is spawning its units based on a currency system, ...
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How to assign an index to different node clusters? (for pathfinding)
Hellow~
So for a bit of context: i'm currently working on a RTS (way above may league) which already has a level editor and a node grid which maps the terrain, i previously make a navigation system ...
3
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593
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Handling complex selection mechanics in RTS-style game
When we look at complex RTSs where a simple left button mouse click can mean twenty or more different things, depending on the game and UI state, the code handling this interaction and assigning the ...
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Proper way to handle timers at scale
At scale for multi-users, what is the proper way to implement timer updates?
I'm making a game where Users have buildings to upgrade which involve timers (Yes I know there are plenty of questions ...
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645
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How can I make sure all army compositions are counterable in an RTS game?
Most RTS games I played have some kind of rock-paper-scissors system that ensure that there is no single best unit you can mass and win with all the time.
However this breaks down when players start ...
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Structure for a strategy game
I am making a strategy game like Age of Empires. It's a pretty big project and I need a clear game structure.
I have defined a Game_Object class with variables ...
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Rendering detailed martian terrain for an RTS
I am trying to develop a RTS game that has:
Various planets
Each planet topology could vary between chock full of craters, to smooth hills and mountains planets
In sum each "biome" should be unique-...
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723
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Unity Items not being removed from list
So I finally perfected my RTS multiple movement. The situation is that the game objects are added into a list in a script bound to the camera called UnitController ...
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Unity RTS Single Selection Problem
I am trying to build an RTS game and I have managed to form a way to select a unit using Raycast and the tag system. I made it so that if the object the ray falls onto is of tag "TankUnit" Make so and ...
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Should damage calculation in a competitive multiplayer game be done client-sided or server-sided?
I'm interested in creating a moba style game like League of Legends and need help with a situation.
More exactly: I have an item that gives the player 50 Attack Damage or an ability that does 50 ...
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Minimum Viable Product for RTS game?
I'm in pre-production on a strategy game and am trying to determine if the core gameplay will be fun. A good technique to determine this is to strip the game down to its minimum viable product (MVP) ...
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RTS Unit AI: When to let the unit stop (due to local avoidence)
I am developing an RTS-like game, that have units that move and attack.
I implemented path-finding and local-avoidance.
One problem is when multiple units being ordered to the exact same position, ...
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Fair combat system for new players on RTS game
I'm working on an idea/concept for a multiplayer game that I want to develop after my functional analysis but I'm still thinking of a way to implement a proper, fair combat system between new and ...
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Fix my Flow Field pathfinding
I'm developing prototype of Tower Defense/RTS game and I've implemented simple Flow Field grid. Here is the example (link).
How to use example: First click on S50, this will spawn additional units, ...