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Elements of an RTS/TBS game

Started by March 14, 2006 04:25 PM
5 comments, last by rHornbek 18 years, 10 months ago
Hello, I am writing this post because I am currently involved in my game project which has not been coded yet because there are some things I need to know first. My game project is intended for an RTS or a TBS. I have played some of today's RTS like Age of Mythology. My question is, what should ALWAYS be on any type of RTS or TBS game? What elements must always be present in those games? I know they must have resource management, diverse units, but in terms of design, what must be included apart from these elements? Could you be so kind of prividing me some links to related resources if you have any? Thanks. Your help on this issue will be more than appreciated.
"The best and most beautiful things in the world cannot be seen or even touched. They must be felt within the heart" - Helen Keller
Quote:
Original post by CyberneticNinja
My question is, what should ALWAYS be on any type of RTS or TBS game? What elements must always be present in those games?


I don't think there is something like "must". A lot of TBS and RTS games don't have resource management, and some do not even have diverse units.

However, there are "canon" things that appear a lot. Different sides, an easy interface to select units or groups of units and send orders, sometimes the distinction between static structures and mobile units, the notion of unit health points and damage, a minimap and terrain are all examples of things that appear in many such games.
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Interesting, so it means that I don't necessarily have to stick to any guidelines?
"The best and most beautiful things in the world cannot be seen or even touched. They must be felt within the heart" - Helen Keller
It has to have strategy. Other than that, yeah, you're pretty much able to make anything you want. No ones going to come busting down your door becuase you did something unconventional in an RTS.
Quote:
Original post by CyberneticNinja
Interesting, so it means that I don't necessarily have to stick to any guidelines?


it's your game, isn't it? [grin]
This space for rent.
Nope. No guidelines, except for it to qualify as an

RTS: It needs to have strategy involved, and be in real time

TBS: It needs to have strategy involved, and be turn based

However, you could always try an merge the two. A few games have tried, none pull it off too well. Except for Jagged Alliance 2 ^_^. All hail the most addictive game ever (asides MoO2). *cough* er. yeah. >_>
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Yeah, i was looking at that post and it was lacking a few games and so i wanted to ask people themselves.

I would also like to add the game "String Avoider" by ArmorGames. Its an avoidance game but darn is it tough and fun.
BLOG: http://rhornbek.wordpress.com/

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