In my reflections when I think about how things work in a RTS I`m considering Starcraft as the main term of comparison. I`m trying to get a perspective on what `position` means to AI. When does the `location` come into play? When the AI player decides to attack another player it will send it`…
The next thing on the to do list is resources. I will work on making units gather resources. There are no animations just yet, a unit is a mere moving square for now. When I will have art assets the units will get appropriate representation.
I`m undecided about the type of resource gathering I s…
The next thing I`m doing is pathfinding. along with some obstacles that will make a map. I`m not an artist so the map items (trees, rocks etc) will be algorithmically generated. Nothing beats the hand of an artist so I will need to be generating at least half way complex geometry to make up. …
I`m making my GUI without helper libraries. I`m not using a mouse, it`s all keyboard driven. It`s a editor not game GUI.
I keep wandering what makes a GUi balanced. How many items are enough to be displayed in a given context i.e how do you know for example when to switch from a standard page to t…
Since I haven`t made mention of it, I think it should be noticed that I`m also working on a sci fi RTS. It will get its own blog thread as soon as there will be stuff worth showcasing ( a minimum amount of onscreen interaction within the game). I`m calling the game Nanostorm2 after an older p…
From where I am now I can`t state the precise recipy (formula) of our dish but ray tracing will be an ingredient. I know real-time games and ray-tracing don`t match but we are not going the traditional path. And even if ray tracing doesn`t make it in the game executable it will find it`…