Sunday, February 13, 2011

RTS Project

Iv'e been putting up a lot of screen shoots of tile editors and whatnot lately and finally it felt good enough to move away from and start poking around with making an actual game - which currently aims to be sort of an old school RTS but in 2011 style ;)
To start making an RTS one must first consider the very fundamentals of RTS games. It boiled down to unit AI for me, so iv'e started coding a system that handles it all.


Here's a couple of my system components:

* Team management
* Commander & Base management
* Unit on-screen selection using a selection box
* Unit to unit detection
* Unit to unit line-of-sight checking (for determining if we can fire at target)
* Unit squad assignment
* Map grid - for structures and vegetation etc.
* Sector grid keeping track of units for fast lookup


And here's a couple of screen shoots of some of the things iv'e gotten so far:


What buildings might look like:



Squad assigment (Cyan colored lines indicate squad connections):



Targeting (Line of sight) (grey colored circles are unit fire radius, red lines between units indicates line of sight is open and we can fire at target):