new RTS idea
I can do most of the programming. My biggest concern is the design document. And I believe that the only reasonable way to exchange ideas is thru design documentation. I started writing one for the RTS game that follows the same style as this design document that I wrote for a space sim game. If you think that you can write in same style, we can co-author the RTS design doc. Send me an email if you are interested.
berserk-
Found your design document and it looks interesting. I definitely think I can write a design doc similar to the non-technical one that you listed. I can actually understand your technical doc, however, understanding programming theory and writing my own tech docs are two different things.
I''ll see what I can come up with since alot of my posts already have the guts of the Design Doc, and now I just have to narrow down the actual gameplay. Part of the reason I''ve been hedging on this is because I''m still not certain how I''d like to see certain things done. For example, while I''ve already alluded that armies will be smaller, I''m not sure how many units the "average" battle will have per side (20, 30, 50, 100?). I''m also vexed in considering how to visually represent the units, since OU''s and CG''s (Cluster Groups....I tend to call them either Clusters or Battle Groups now) are of varying size and worse...can be made up different types of Units. So say I have a Motorized Rifle Company OU that is made up of 4 platoons of mechanized infantry, and 4 MICV''s to ferry them. How do I graphically represent the infantry platoon Unit and the MICV Unit?
I''m also sort of up in the air about resourcing. Personally, I''d like the player to not have to worry about it at all, and concentrate on fighting and procuring reinforcements. Unfortunately, the procuring reinforcements part is directly related to resource management. I have some ideas, but they are very rough ideas and involve an abstracted process of ordering units. Instead of dynamically trying to allocate new units in real time, my game, being a hybrid turn/RT system will incorporate a planning phase in which construction is handled.
Found your design document and it looks interesting. I definitely think I can write a design doc similar to the non-technical one that you listed. I can actually understand your technical doc, however, understanding programming theory and writing my own tech docs are two different things.
I''ll see what I can come up with since alot of my posts already have the guts of the Design Doc, and now I just have to narrow down the actual gameplay. Part of the reason I''ve been hedging on this is because I''m still not certain how I''d like to see certain things done. For example, while I''ve already alluded that armies will be smaller, I''m not sure how many units the "average" battle will have per side (20, 30, 50, 100?). I''m also vexed in considering how to visually represent the units, since OU''s and CG''s (Cluster Groups....I tend to call them either Clusters or Battle Groups now) are of varying size and worse...can be made up different types of Units. So say I have a Motorized Rifle Company OU that is made up of 4 platoons of mechanized infantry, and 4 MICV''s to ferry them. How do I graphically represent the infantry platoon Unit and the MICV Unit?
I''m also sort of up in the air about resourcing. Personally, I''d like the player to not have to worry about it at all, and concentrate on fighting and procuring reinforcements. Unfortunately, the procuring reinforcements part is directly related to resource management. I have some ideas, but they are very rough ideas and involve an abstracted process of ordering units. Instead of dynamically trying to allocate new units in real time, my game, being a hybrid turn/RT system will incorporate a planning phase in which construction is handled.
The world has achieved brilliance without wisdom, power without conscience. Ours is a world of nuclear giants and ethical infants. We know more about war than we know about peace, more about killing than we know about living. We have grasped the mystery of the atom and rejected the Sermon on the Mount." - General Omar Bradley
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