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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
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I'm working on RTS game and got stuck on a pretty simple question I think, but I'm not skilled enough to find the proper answer. I don't want to use Unity built-in physics to do the job for me and I ...
AmBeam's user avatar
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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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I'm doing what this thread is doing except that it's not very satisfactory. What this does is finding the "closest" attacking position. But typically you want the attacker to attack from as ...
Weikai Wu's user avatar
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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 answers
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I am trying to make a simple real-time strategy game (only the battle system of units fighting each other; no building, no economy, only battles and victory). I am using flow fields to make the units ...
Hao Hao's user avatar
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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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99 views

Some RTS games, for example games built on the Spring RTS engine, implement a visibility/detection system that checks both whether a hostile unit is within the detection range of a friendly unit, and ...
bluegreen1024'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
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I am doing an exercise where I have to make a board game where the win condition relates to area control. I decided to make a real-time game where players have to control certain key points at the end ...
Professional social outcast's user avatar
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1 answer
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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
-1 votes
1 answer
338 views

I am trying to make a terrain editor for my Empire Earth OpenGL clone engine. Are there any articles of how to generate terrains in real time? It would be cool if it had pseudocode, even cooler if it ...
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
2 answers
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How do games using GGPO (or maybe peer to peer in general) like Guilty Gear determine a winner? Just reporting a winner consensus might work with many independent players per lobby, but in e.g. a 1v1 ...
Jan Hohenheim's user avatar
1 vote
1 answer
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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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1 answer
783 views

I'm writing a real time strategy game in Rust. In this game each player controls one of two armies facing off on a battle zone. To better understand the gameplay, my project is an open source version ...
bux's user avatar
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1 answer
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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
3 votes
1 answer
252 views

I have a character building constructs all over a pretty large map. My game blends elements of RTS and fast paced action in a room-based environment where players can only see one room at a time. I ...
pixelpax's user avatar
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2 votes
2 answers
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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
2 votes
1 answer
174 views

So imagine an RTS game, with ~150 units all cramped together, just staying chill. What I would like is to "space them out" so that they d form a grid. This is useful for example when a large ...
Denis's user avatar
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1 answer
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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
6 votes
2 answers
2k views

I currently have two armies (smaller scale) crashing into each other. They will usually form a line of units fighting. I have no idea how to handle a unit coming from behind the line to properly go ...
Nikola-Milovic's user avatar
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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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0 answers
167 views

My current world is a flat 2D plane. I want to make the terrain 3D, like hills, bumps, etc. If I tell a unit to go to a position (x, y) in 2D, how do I make sure ...
Tree3708'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
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How can I perform state synchronization using client/server networking in an RTS similar to Starcraft 2 and Planetary Annihilation? I'm assuming the server has to do some sort of rewinding time to ...
Nairou's user avatar
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3 votes
1 answer
595 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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2 answers
2k views

I am making a multiplayer RTS but I have a problem controlling spawned units (let's call them Vessels), specifically moving them around with AI MoveTo bp. Vessels ...
SomeDude's user avatar
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226 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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1 vote
1 answer
179 views

I am using Advanced Genie Editor and currently trying to create a copy of a Krepost and give it a second page of units (like the docks). I have so far been unable to do it as the second page just ...
Sumit Mishra's user avatar
7 votes
5 answers
650 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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6 votes
5 answers
741 views

We have released our new game to a closed alpha group. It's a browser-based MMO RTS, however some aspects of the game are slightly different from the "standards" you'd expect to see in traditional RTS'...
Arj'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
1 vote
0 answers
85 views

I have an RTS game with a camera that can be controlled by either edge-pan, gamepad analog stick or keyboard buttons (WASD). The speed and snappiness are good for the general case, but sometimes feels ...
ltjax's user avatar
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0 answers
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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
7 votes
9 answers
6k views

TL;DR: My business partner and I disagree about how to implement "territory acquisition" in an MMO RTS we are close to (alpha) launching: My view: Small squares (5m edge) that get larger as you "level ...
Arj's user avatar
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0 votes
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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1 answer
457 views

I've recently solved the single selection problem but now I want to do multiple selections. I know I need to find two points with the mouse position to draw a box but it just won't work for me. ...
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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1 vote
1 answer
188 views

I have a game that I am implementing a lockstep system for multiplayer on an RTS game. Now the server sends update packets at a higher frequency than the clients with new data. What I'm stuck on ...
Sammi3'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
2 votes
1 answer
360 views

I'm currently working on a game in which I am considering implementing a networking architecture as described in this article: http://www.gamasutra.com/view/feature/131503/...
Jasper's user avatar
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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
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2 votes
3 answers
1k views

If i select a group of units and send them somewhere i form them like the following; If i select them and order an attack, i want three things to happen: High range units should keep the distance ...
Dodo's user avatar
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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
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9 votes
2 answers
4k views

I'm doing my first RTS game (something like WarCraft 2) in own game engine using Monogame for graphics. I am wondering how can I implement pathfinding for a selected group of units. Movement is tile-...
Maras's user avatar
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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
0 votes
1 answer
293 views

I have been making mobile RTS game in Unity look like Clash Royale similarly. Unfortunately, I faced to two big problems. First is two phones(clients) to be synchronized each other in game state. ...
Dennis's user avatar
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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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1 vote
0 answers
60 views

I'm working on a hobby RTS project and I want to implement collision physics between soldiers like in the mobile game Dawn of Titans. Here is a video reference https://youtu.be/Fnpot2NeJl8?t=341 How ...
aganm's user avatar
  • 140