[game][Evolution RTS] Resource layouts, Extraction schemes, Visual Representation, and how I fixed it.

[game][Evolution RTS] Resource layouts, Extraction schemes, Visual Representation, and how I fixed it.

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Forboding Angel
Evolution RTS Developer
Posts: 14298
Joined: 17 Nov 2005, 02:43
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[game][Evolution RTS] Resource layouts, Extraction schemes, Visual Representation, and how I fixed it.

Postby Forboding Angel » 30 Apr 2018, 03:24

Image

Today I'd like to explain what I've been working on for the past several weeks. This wouldn't be even remotely possible if not for the work done by CommonPlayer (Stowtemid). Without him, this idea would have been dead on arrival.

The Issue: Mappers currently take a shotgun approach to resource layouts. They try to put resourcing locations in strategic places, and try to define resourcing amounts that will work for for most, if not all games using the spring engine. Unfortunately, that approach will generally work well for one game, and be fairly mediocre for others.

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smoth
Posts: 22271
Joined: 13 Jan 2005, 00:46
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Re: [game][Evolution RTS] Resource layouts, Extraction schemes, Visual Representation, and how I fixed it.

Postby smoth » 30 Apr 2018, 03:37

I like the fact that you are taking the initiative to establish relevant resource spots for maps. It is nice as maps being made in the generalist sense are more difficult if not impossible
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