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RTS physics

Started by May 07, 2005 01:39 PM
10 comments, last by Meagermanx 19 years, 9 months ago
Quote:
Original post by Talonder
I think another great feature RTS games could take advantage of are physics damage. If a trebuchet fires and hits a tower, how awesome would it be for the brick and morter to crumble to the ground crushing players caught under it?
It's a nice idea, but there's a risk that it gets too close to just being eyecandy. Unless placing units directly under castle walls is somehow advantageous in some situations, it'd just be one of those things that players learn you don't do. If they're not doing it, it never affects gameplay... and you just implemented a physics engine for a few falling bricks.

Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse

How about making players HAVE to use physics in their strategy? YOu could have one unit be able to move stuff with telekinetic powers or something, one unit be able to dig, one to build, one to attack melee, and one to attack from a distance.
Make it very simple, with very little or no micromanaging.
---There are 2 kinds of people: those who know hexadecimal, and those who don't.

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