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Posted: Tue Sep 14, 2010 3:43 pm
Well, I was thinking of making an RTS. I was originally going to make a Halo Mod of Age of mythology, but then I realized that after all that time and energy I wouldn't be able to market it, even for Donations...
So then I thought that I would make a Manokan RTS! Only thing is, I'm thinking of making an RTS that has a first person player option were a person can take over/be a unit in the Militarysz and essentially micromanage at an epic scale.
Or a couple of units.
Only thing is that I'm not entirely sure how I should execute this- the actual idea would be rather easy to do, as switching from first to third person view is rather easy to do, but the real question is how do I make a game like that balanced and FUN?
If anyone has an ideas, please let me know! blaugh
Another problem is the concept of resources; how does one have 20 people waiting to play a "unit" and then not have the resources to make one?
I think that a population cap would be the only limit, rather than resources. It would be a balanced RTS more like Halo or DoD (day of defeat). I was thinking about limiting the amount of units you could have in each group, but then I thought that just limiting the amount of units you have all together is a better idea.
I think that I would add rl weapons, and let a person choose which weapon they wanted. Of course, they would all be balanced in some way. Probably none of my self made armory weapons, either, becuase those are WAY OP. They work in real life, but, it's still too OP. xp
Also, I'm thinking it could probably be like DoD in first person application, although maybe like counterstrike.
The main limitations would probably be those in ammunition and speed. I'm thinking that everyone can have the equivalent of like, the same amount of ammunition of .223 rounds in weight- except for the AK-47. Balancing the weapons, ironically, would be the easy part. Less ammunition due to restrictions in weight, lessened accuracy in automatic fire, but obviously better range and power etc.
As far as airplanes and tanks go, a person will be able to control them but I'll make the controls REALLY complicated AND they'll of course carry around less ammunition. They'll also cost a lot of population. So their will be a very limited amount.
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Posted: Tue Sep 14, 2010 10:44 pm
HEHEH, finally my skills as an idea man come to fruition.
First thing you need to do is find a player basis. Most people prefer WWII and Futuristic style games. Second you will need to decide which engine you plan to build off of. I recommend something along the line of the Quake engine. Third is research, research, research. A big portion of what ticks me off is that in this sort of game weapons dont act realisticaly. Guns do jam, bullets cook off randomly, and on occasion will fail catastrophically. The exclusion of these things may make the game more fun to new players. But to people like me the inclusion increases playability.
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Posted: Wed Sep 15, 2010 2:46 pm
Well, if their future guns, theoretically, jamming can be eliminated. And for NPC's, they would be firing in bursts, so reloading and magazine size would hopefully be irrelevant.
I would basically make ammunition irrelevant for NPC's, although relevant for player characters. Although player characters would have much better micro managing and be capable of switching between certain weapons, as well be capable of having the ability to control their attack I.E. they could fire automatically or throw grenades at random.
But yar, I've decided that I'm going to build an RTS engine, and make a cheap rip-off of Halo called "Ring Wars". Mostly becuase I had a good idea to make a Halo RTS. BUT, then I'm going to use that engine to make a few more games, including one that includes a large portion of the world's military in the 1000-1400's period.
THEN, I'ma probably change around my RTS format, once I have it doing alright, and probably make it so you can move between first person and third person.
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Posted: Wed Sep 15, 2010 5:16 pm
next thing is distribution and pricing. More people play games they can get fro free rather than buy, and prefer games they can download rather than have to order on a disk. also comes graphics and system requirements. Try to make it compatible with integrated graphic chipsets and use Windows 98 as the low end system. You need to make it so that there is a wide range of systems that can run it.
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Posted: Thu Sep 16, 2010 5:54 pm
I've seen games like that, only they're third person shooters when you control the character. I think the game was Battalion Wars.
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Posted: Sun Sep 19, 2010 4:52 pm
If you're going to make your own engine, I wouldn't really copy off of Halo Wars. I liked that game a lot, but of all the cool things it offered, one thing that really screwed it up was set bases. You always know that the enemy has to be at one of a few set locations. I would borrow the Command and Conquer engine and make Halo and Manoka elements to fit the game you're trying to make.
Use Shakespeare's idea:
"If you steal from one man, you are a thief, but if you steal from all, you are a genius."
Think like that when making an RTS.
Example:
Say I'm making an RTS in the style you want to. I'd take the mobile base code from the C&C engine, a bit from Halo Wars on how to upgrade units and letting them become stronger if they survive so many battles, then I'd throw in Fallout 3's thing of going from third to first person views and replace the third person view with a sky view.
Now that's not all I'd do, but I think it gets the point across. Hope this helps.
And remember: Work smarter, not harder.
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Prussian Imperial Guard Crew
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Posted: Sun Sep 19, 2010 6:04 pm
Work smarter and harder. xp
And ring wars would be a cheap knock off of Halo, not Halo Wars. Imo, Halo Wars SUCKS.
I want to take the same characters and redesign it to make a much better game, that is also accessible on the computer. Basically it would be a Halo RTS designed for the computer, and it would have a lot better game function and whatnot. Similar story plot and characters though- instead of Captain Keyes, I would have Captain Lock, and instead of marines I might have "The Army" or "The Navy" or something.
And maybe even "Un-United Naval Space Command", or "UUNSC", stupid crap like that.
I was also thinking that, I could make a Manokan RTS that would have first person and Third person capability- or maybe all third person. Basically, you could be a general guy who commands an army, but at the same time you, or somebody else, could have control over one specific unit.
The benefit of controlling one unit or group of units would be improved micro-managing, and special skills that only that unit could use. For instance, instead of every 10 seconds the unit would throw a grenade, you could control the grenades at will- but you would have a limited amount. And you could control your rate of fire and level of accuracy, but you could only shoot so many bullets/would have a limited amount of ammunition. You might be fixed to a particular charachter, or you might be able to change around a bit.
Conversely, a regular unit that is a NPC obviously wouldn't be able to make super intelligent tactical decisions, but have unlimited ammo.
A problem with RTS's is of course that you can only click on one guy at a time. With other people controlling it, you could have five units, tell them to attack a unit in a particular way, and with that kind of micro managing be able to do move than "point and shoot" and actually be capable of carrying out complex maneuvers like ambushes.
Cannon fodder would also become a possible enticement, as you would "sacrifice" NPC units as a trap, and then come in with a bunch of really skilled player units.
Basically, a way to think of it would be that a Sniper in this context would be more or less a human player, and have "one-hit kill capability", compared to a normal NPC charachter 'Sniper' which wouldn't be able to do that. However, you as a sniper would have a limited amount of ammunition. You would have a large amount of control over your shots, and you could fire them at your own discretion without using "auto-aim", but you wouldn't have auto-aim AND you could run out of ammo, have to reload etc. compared to normal NPC unit which, for game purposes, would basically have unlimited ammo.
So, an NPC sniper would suck and do less damage, but be able to shoot a crapload, were as a person would have more skill and do more damage, but have to worry about realistic combat problems.
Conversely, a Marine NPC compared to a 'Human' Marine might do the exact same damage and have the same health. However, a Human marine could throw grenades at will, have a secondary or possibly even a third weapon ready and open for the user at their own discretion, and be able to fire at will as well as inherently be able to preform complex maneuvers. A stupid Bot will just point and shoot, but a person can run around in circles, dodge shots, jump over obstacles, find and alternative path to an object etc.
It would also allow for both individual and multiple tactical options. For instance, you could have a general, in charge of a whole group of people, and then you could have a sergeant in charge of maybe five. Truthfully, the general would be in charge of all of them, but that General could be all likesz "Go take this objective!" and then the sergeant and his five people would be all smart and know what to do.
Instead of having a "Commander" who controls everyone's action directly, you could also have units who are essentially player characters and can micro manage at an epic scale. So, you could essentially be all like "Attack now!" or "Snipe THAT guy, he's too powerful!" and you'd be able to do it. You could also go around using a 'weak' unit with exceptional skill and kill everyone.
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Posted: Sun Sep 19, 2010 8:14 pm
Oh, yes. We need to work on some game ideas together. I'm going into that field as my major when I get into college, and I already have ideas for tons of games down to little details like how I'll make camping impossible in an FPS.
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Prussian Imperial Guard Crew
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Posted: Sun Sep 19, 2010 8:30 pm
Well, my brother's going into that field and all.
I'm not sure what I'm going to do. xd
Although I know a bit about programming.
And graphic design. xp
More or less I would need to find the ideal program writing thingy (I'm not sure if C++ will be a good idea...) to write a program, find/learn the language, and then make the basis for the rest of the games.
Make a "pretty" program that's customizable.
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Posted: Tue Sep 21, 2010 3:15 pm
Tryout SoftImage. I used it my freshman year in High School and found it extremely useful.
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