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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.

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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 ...
Evan Smith's user avatar
3 votes
3 answers
1k views

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 ...
tchayen's user avatar
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1 answer
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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 ...
Mirula's user avatar
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2 votes
2 answers
6k views

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 ...
Simon Fischer's user avatar
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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 ...
bluegreen1024's user avatar
1 vote
1 answer
256 views

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 ...
rjhwinner03's user avatar
10 votes
3 answers
3k views

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 ...
GauthierBee's user avatar
1 vote
1 answer
100 views

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 ...
rafoo's user avatar
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0 votes
1 answer
233 views

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 ...
Dmitrii Naumov's user avatar
2 votes
2 answers
962 views

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 (...
Sam Bishop's user avatar
1 vote
1 answer
225 views

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 ...
Tree3708's user avatar
0 votes
0 answers
205 views

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, ...
StuckInPhDNoMore's user avatar
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1 answer
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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 ...
Frame Matt's user avatar
3 votes
1 answer
593 views

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 ...
Ahmed Tawfik's user avatar
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0 answers
213 views

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 ...
ChrisW's user avatar
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7 votes
5 answers
645 views

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 ...
Calmarius's user avatar
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2 votes
0 answers
366 views

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 ...
Traistorm's user avatar
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466 views

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-...
Sir Cort's user avatar
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1 answer
723 views

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 ...
Kiyo's user avatar
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0 votes
1 answer
264 views

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 ...
Kiyo's user avatar
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4 votes
5 answers
3k views

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 ...
NameHere's user avatar
28 votes
8 answers
8k views

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) ...
RAM804's user avatar
  • 436
4 votes
3 answers
1k views

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, ...
Guo Bo's user avatar
  • 41
17 votes
11 answers
6k views

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 ...
XverhelstX's user avatar
5 votes
2 answers
3k views

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, ...
Fen1kz's user avatar
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