Considering Spring for a future project, need answers.
Posted: 02 Dec 2010, 06:20
Hello, first time posting here, I apologize if this isn't the right part of the forum to post in. I'm looking to make a game project some time in the future, though I don't know how far in the future yet, need to do some more research/planning on it. This game idea has been something I've been working on/planning for years, but never could quite find a way to bring it about because of limitations of the project at the time. I'm considering using Spring for the engine on that project, but I need to know what its capabilities and limitations are. I am going to be taking programming classes in college in a month, so I figure I can look into open source engines.
This is going to be a space combat RTS. It started out as a Starcraft mod, but the limitations of Starcraft are starting to slow me down and even block some of the more interesting ideas I'm coming up with. A lot of the ideas I will mention in this post are ones I've seen in games I liked and wanted to either improve upon or combine with features in other games.
Below is a list of ideas/features/requirements I am looking for that will help me contribute to my choice of what engine to use for this idea. I have given examples for a lot of the things I have planned for this game. I don't expect Spring to support all of these things currently, what I am trying to find out is how difficult it would be to work these features in myself (or through a team) and which ones I will have to give up in order for it to work on Spring.
Features required, game will not work without these:
-Space combat or an easy conversion to space combat.
-Customizable UI that supports at least 9 buttons and hotkeys
-Multiple resource system support for at least two resources and harvesting. (Starcraft)
-Online and LAN support, maybe even direct IP games.
-Salvage wrecked units for resources (SpringRTS: Gundam RTS)
-Regenerating shields, armor and upgradable weapons and armor. (Starcraft)
-Energy/mana and cooldowns. (Warcraft III)
-Doesn't have a hard limit to the number of playable factions like Starcraft or Warcraft III do.
-Reasonable unit limits or none at all.
-Multiple weapons per ship. (Sins)
-Units that transport other units. (Starcraft)
-Transports passively repair carried units.
-Hotkey building groups (Warcraft III)
-Unit <==> Building transformations, both ways/mobile buildings. (Starcraft II)
-Multiple build queues on specialized buildings. (Starcraft II)
-Auto-cast abilities (Warcraft III)
-Planets and upgradable colonies (Sins)
-Galaxy map with different systems (Sins)
-Warp between planets and systems (Sins)
-Limits to specific units active. (Warcraft III)
-Two-way instant travel such as jump gates and wormholes (EVE Online)
Preferred, but not entirely necessary:
-Supports a format that can easily be converted from Blender 3D models with little to no editing between.
-Upgradable/leveling flagships (Sins)
-Information cards for each unit when highlighted. (Sins)
-Collision boxes that keep units from flying into each other, possibly damage on contact? (X-Wing)
-Ships with ramming attacks. (Refer to above.)
-Neutral structures, mercenary units for hire. (Warcraft III)
-Workers able to return incomplete loads, possibly even multiple resources. (Star Trek: Armada 2)
-Natural wormholes, black holes and other anomalies.
-Wormholes decay by having mass pass through them.
-Music that changes in combat. (Sins)
-Weapons that bypass shields. (Empire at War)
-Neutral-hostiles that have some level of AI (Sins)
-Carriers able to automatically deploy carried fighters to attack. (Starcraft... kinda)
-Animated portraits, doesn't have to be 3D. (Starcraft)
-Hardpoints on ships and squadrons with individually targettable fighters. (Empire at War)
-Diplomacy (Sins)
-Warp scrambling structures and units (EVE Online)
-Attacks are able to miss. (Empire at War)
-Modifiable supply caps, possibly as a game setting.
-Cloaking/invisibility "breaking" at a certain range. (EVE Online)
-Three layers of health: Shields, Armor and Hull. (EVE Online)
-Units show team colors. Easy to edit through textures. (Warcraft III)
Avoid at all costs:
-Overly complicated planetary/tech management, seems too micro-intensive at times. (Sins)
-Hard counters and units that are so specialized they're never used and single unit armies.
-Overly complicated resource management system.
-Shared build queue for multiple structures (Empire at War)
-Confusing right click functionality (Empire at War)
-Uniform gathering amount for all workers. (Starcraft)
-Exclusively server-side map/mod hosting and file size limits. (Starcraft II)*
*Yes, I'm calling you out on that, Blizzard. I'm not going near Battle.net with any of my ideas.
This is going to be a space combat RTS. It started out as a Starcraft mod, but the limitations of Starcraft are starting to slow me down and even block some of the more interesting ideas I'm coming up with. A lot of the ideas I will mention in this post are ones I've seen in games I liked and wanted to either improve upon or combine with features in other games.
Below is a list of ideas/features/requirements I am looking for that will help me contribute to my choice of what engine to use for this idea. I have given examples for a lot of the things I have planned for this game. I don't expect Spring to support all of these things currently, what I am trying to find out is how difficult it would be to work these features in myself (or through a team) and which ones I will have to give up in order for it to work on Spring.
Features required, game will not work without these:
-Space combat or an easy conversion to space combat.
-Customizable UI that supports at least 9 buttons and hotkeys
-Multiple resource system support for at least two resources and harvesting. (Starcraft)
-Online and LAN support, maybe even direct IP games.
-Salvage wrecked units for resources (SpringRTS: Gundam RTS)
-Regenerating shields, armor and upgradable weapons and armor. (Starcraft)
-Energy/mana and cooldowns. (Warcraft III)
-Doesn't have a hard limit to the number of playable factions like Starcraft or Warcraft III do.
-Reasonable unit limits or none at all.
-Multiple weapons per ship. (Sins)
-Units that transport other units. (Starcraft)
-Transports passively repair carried units.
-Hotkey building groups (Warcraft III)
-Unit <==> Building transformations, both ways/mobile buildings. (Starcraft II)
-Multiple build queues on specialized buildings. (Starcraft II)
-Auto-cast abilities (Warcraft III)
-Planets and upgradable colonies (Sins)
-Galaxy map with different systems (Sins)
-Warp between planets and systems (Sins)
-Limits to specific units active. (Warcraft III)
-Two-way instant travel such as jump gates and wormholes (EVE Online)
Preferred, but not entirely necessary:
-Supports a format that can easily be converted from Blender 3D models with little to no editing between.
-Upgradable/leveling flagships (Sins)
-Information cards for each unit when highlighted. (Sins)
-Collision boxes that keep units from flying into each other, possibly damage on contact? (X-Wing)
-Ships with ramming attacks. (Refer to above.)
-Neutral structures, mercenary units for hire. (Warcraft III)
-Workers able to return incomplete loads, possibly even multiple resources. (Star Trek: Armada 2)
-Natural wormholes, black holes and other anomalies.
-Wormholes decay by having mass pass through them.
-Music that changes in combat. (Sins)
-Weapons that bypass shields. (Empire at War)
-Neutral-hostiles that have some level of AI (Sins)
-Carriers able to automatically deploy carried fighters to attack. (Starcraft... kinda)
-Animated portraits, doesn't have to be 3D. (Starcraft)
-Hardpoints on ships and squadrons with individually targettable fighters. (Empire at War)
-Diplomacy (Sins)
-Warp scrambling structures and units (EVE Online)
-Attacks are able to miss. (Empire at War)
-Modifiable supply caps, possibly as a game setting.
-Cloaking/invisibility "breaking" at a certain range. (EVE Online)
-Three layers of health: Shields, Armor and Hull. (EVE Online)
-Units show team colors. Easy to edit through textures. (Warcraft III)
Avoid at all costs:
-Overly complicated planetary/tech management, seems too micro-intensive at times. (Sins)
-Hard counters and units that are so specialized they're never used and single unit armies.
-Overly complicated resource management system.
-Shared build queue for multiple structures (Empire at War)
-Confusing right click functionality (Empire at War)
-Uniform gathering amount for all workers. (Starcraft)
-Exclusively server-side map/mod hosting and file size limits. (Starcraft II)*
*Yes, I'm calling you out on that, Blizzard. I'm not going near Battle.net with any of my ideas.