Features from Other RTSs and how to Implement in Spring

Features from Other RTSs and how to Implement in Spring

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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SinbadEV
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Features from Other RTSs and how to Implement in Spring

Post by SinbadEV »

See: http://spring.clan-sy.com/phpbb/viewtopic.php?t=9796
I'm going to be a big Jerk and anyone who even posts opinion on the validity/desirability of a suggested feature is going to get edited out to the best of my ability so please don't bother.

It has been suggested that we make a collection of games features from other RTSs that are not readily or obviously available in Spring and discuss ways to implement these features in mods, and then collect this information, either in the form of wiki pages and/or demonstration mini-mods... but the discussion got sidetracked so I'm gonna try this again.

I'll try to do that thing where we put good info or examples that show up into the discussion in the first post.
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SinbadEV
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Post by SinbadEV »

Resource "Harvesting" -
Description: mobile unit goes to a place, does something, gets a piece of resources and brings it somewhere else before it is added to your central supply

Examples: Warcraft Trees/Gold, Starcraft Vespene Gas/Minerals, Age of Empires Gold/Trees/Food,

My Suggested Implementation:

Without changing the map format, with these purported luarules you could have it so "Goldmines" were automaticall built on thermal vents at the start of the game and trees could be harvested for wood. then you could have units be given a "harvest" and "return" button that would assigned a "harvest target" or "return target" variable... then every certain number of ticks the system could repeat this movement command to the target, and then when it is "harvesting" it would basically just... yeah not sure how to finish this implementation.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

resource harvesting has been done, see the tiberium maps, it works nicely.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

1v0ry_k1ng wrote:resource harvesting has been done, see the tiberium maps, it works nicely.
partly yes.. it doesn't (re)grow
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smoth
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Post by smoth »

NOiZE wrote:partly yes.. it doesn't (re)grow
read the lua forums, we already talked about the harvester scripts in the lua resource thread.
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rcdraco
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what?

Post by rcdraco »

What tiberium maps, They aren't on unknown files, so where are they?
smackware
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Post by smackware »

I don't support the adding of some of these features (I will not specify which), but I'll specify all of what comes to my mind anyway, just in case it will interest anyone else.

* Evolution of units - Though there might be a lua script already
* Mobile metal extractors (not taken from any game)
* Formations (cossacks. would probably only be used on aircrafts, but still)
* Terrain leveling by thought, not by explosions (Earth 2150)
* Deployable buildings (Earth 21**) ... (just like evolution??)
* Bridge building (DarkReign i think)
* lazer wall - as in, two poles that fill up a wall between them ( Dark Reign 2 )
* Unit upgrades (Starcraft, I have no idea if this was discussed in another forum post. sorry)
* Unit instant effecting abilities (Starcraft - stimpack)
* Burrow ( starcraft )
* See ordered factory queue ( starcraft )
* Units crushing/running-over other units (dune,c'n'c,supreme com.)
* cell shading for units ( not from any game, but will help spotting units and unit types better )
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Snipawolf
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Post by Snipawolf »

Burrow is easy..

Make a unit have 0 speed, have a small model that looks like a hole take its place, and have it reside under the ground.
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Zpock
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Post by Zpock »

Mostly from blizzard games (grumpy TA fanbois beware):

Staying cloaked while fireing weapons. Cloaking the projectiles as well maybe, to prevent manueally attacking/microing to counter this.

Detector units.

Scanning a la farsight/comsat.

Unit buffs/debuffs, all kinds of unit abilities like slow spells, bloodlust etc..

Autocasting ai of above?

MELEE!!!!

Unit building were the resource is immedietly deducted from the resource pool when you put the unit in queue, not allowing you to put things until you can afford it.

Variant on above where you the cost is deducted at start of construction before it can start, allowing unafforded stuff in the queue.

Carrier/reaver and variants of that (attacking with slave units). Summoning spells.

Armor system, deducts # from damage.

Personal shields with appropriate graphics and mechanics.

Random damage.

Supply limits.

Unit portraits.

Dare I say it... Selection limits. :lol:
Last edited by Zpock on 29 May 2007, 19:11, edited 3 times in total.
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KDR_11k
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Post by KDR_11k »

Zpock wrote:Staying cloaked while fireing weapons.
I believe there's a tag in the SVN now that allows this.
Detector units.
Use Lua or a unit ID loop to check for nearby detectors and disable the cloaking if necessary.
Scanning a la farsight/comsat.
Spawn an explosion that cloaked units react to by decloaking.
Unit buffs/debuffs, all kinds of unit abilities like slow spells, bloodlust etc..
Should be possible with HitByWeaponId to some extend, with Lua we can make much greater effects.
Unit building were the resource is immedietly deducted from the resource pool when you put the unit in queue, not allowing you to put things until you can afford it.
Reimplement the build system in Lua.
Variant on above where you the cost is deducted at start of construction before it can start, allowing unafforded stuff in the queue.
Small change.
Carrier/reaver and variants of that (attacking with slave units).
Spawn a unit with Lua, make it unselectable and give it the necessary orders.
Supply limits.
Easy with the reimplemented build system, otherwise you can probably use AllowCommand (or what it's called) to prevent building if you don't have enough overlords.
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Zpock
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Post by Zpock »

Ah yeah all that stuff is what I think can be done using LUA... easier said than done tough.

I might take up a few of them for my project once I get modeling and stuff done, tough not sure. I really hope to see stuff like that implemented here and there, we need working examples to get going I think...

Usually I imagine the difficulties lies in the polish, it might be easy to get it working OK, but not in a nice seamless fashion. Things like controlling unit beavhiour/unitai not to mention actual AI to work well with it.
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rcdraco
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NO IT CAN't

Post by rcdraco »

Now to make it a GOOD RTS, look at Warzone 2100, it's free, and GPL as far as I know, realistic turning, and a unique strategic aspect of designing your own units, similar to BloX. But the car like driving system would be neat as an FBI tag of UsesCarSteering=1; and TurningRadius=120; to adjust and calibrate it.Designing units would be a custom menu though, so that would be a pain.

Another neat idea would be custom creation setups, istead of just building up nanopatches, or rising out of the ground, maybe a warp in, like Protoss, or a mutation like Zerg, or even a substructure setup like Terran.

Oh and a new transport setup, instead of weight limit, have a list of what each unit can transport, for example in BloX so that air and ground have different guns for each of them.
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MadRat
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Post by MadRat »

Did anyone mention spell casting yet? I saw summoning and slowing effects, but nothing remotely like what was in Warcraft II. Tiltowait!
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yuritch
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Re: NO IT CAN't

Post by yuritch »

rcdraco wrote:Another neat idea would be custom creation setups, istead of just building up nanopatches, or rising out of the ground, maybe a warp in, like Protoss, or a mutation like Zerg, or even a substructure setup like Terran.
Already possible, you can disable the nanoframe being shown and use some animation in Create() to show your construction progress. Rising out of the ground is just very simple to do as it doesn't require adding any new parts to the model, but you can make some complex construction involving cranes, construction workers and such. Of course, all of that will have to be a part of the model, so file size will increase somewhat.
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rcdraco
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haha

Post by rcdraco »

Sounds good to me, but another question, how do you people make missiles that appear in the loaded area and fire out, and also making guns that have shells that expel as well, is this possible? Or make an object warp below the model instead of just moving. What about destructible armor that would be a neat thing to have, in the case of gundam, where thay lose their shields.

Also, it would be need to have limited pathing like a railroad or pipe from Advance Wars. Also tunnels and more realistic terrain destruction, such as side shits leave dents, not lower the whole thing first. Straight from Supreme Commander, ferrying routes would be nice too. I think that it is possible, just need clarification.
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Neddie
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Re: haha

Post by Neddie »

rcdraco wrote:Sounds good to me, but another question, how do you people make missiles that appear in the loaded area and fire out, and also making guns that have shells that expel as well, is this possible? Or make an object warp below the model instead of just moving. What about destructible armor that would be a neat thing to have, in the case of gundam, where thay lose their shields.

Also, it would be need to have limited pathing like a railroad or pipe from Advance Wars. Also tunnels and more realistic terrain destruction, such as side shits leave dents, not lower the whole thing first. Straight from Supreme Commander, ferrying routes would be nice too. I think that it is possible, just need clarification.
Most of that is scripted animation where an element is hidden and the animation is triggered, if I recall. Asked smoth about it months ago.
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