Thursday, April 24, 2008

Back, and More RTS Concepts...

I've been incredibly busy, not the least of which has been doing the con writing for SiliCon 2008. Look for your Progress Reports in the mail, and the program book if you make it there.

Anyways, wanted to thank tabuxfix for letting me onto his website and various ideas, which are very nifty. Added him to my blog roll and wanted to say "Hi!".

So, more ideas on my RTS game idea#1 (#2 is coming soon...)-


One of the big things about humans is that we tend to build stuff and we like a roof over our heads. And, that's where humans start. When the game starts, the first things that come through the teleport portal is a base core, and a Commander. Human equipment is hexagonal in it's design-and facilities are "docked" to each other and to the base core. One of our game conceits is that you have to have a side that is accessible to the "outside" to let vehicles deploy. But, you can move the bigger factory blocks around-you can undock them from where they are, they sprout tracks (or legs, maybe), and move....very slowly, but faster than building a new factory bit. The only exception is the air factory-all of our aircraft are VTOL-capable.

The base module and some of the secondary modules will mount weapons (that you can upgrade), and the game has four level of weapon upgrades for each unit. A specific turret module can be built independently, as well as a sensor module. These can be mounted and attached to a resource pool location (which lets these weapons fire a bit faster and repair their own damage a bit faster), or placed where you want them.

Oh, and Human units have a specific "scavenging" unit that dismantles enemy units to take the parts back home-to build things that work better than their enemies.


Martians are like crabs. They bring their homes (their walkers) with them, everywhere they go. And, they really don't have a base...more like a "place to work". Transport vehicles haul materials to a central point, and a specific builder...pretty much dances and creates a unit. This central location can be destroyed if either side pretty much runs their ground units across the central glyph/location.

Resources are also hauled to the walkers, which uses the resources to grow, build modules to increase capabilities, and build secondary systems and modules. They can even build turrets that move very slowly, then settle in and engage hostile targets, both in the air and the ground.


Venusian forces really only build three (four?) kinds of units-troopers (basic soldiers), builders (basic building units), and a Scaffold. By combining the three, you can build base facilities and larger units and vehicles. Of course, you can build a finished unit rather than build the basic three and then collect them into a single unit...but, when it's destroyed, then units break up into their component troopers and builders.

Venusians tend to be sneaky and stealthy and fast. They are not going to be the fastest unit in the game (this is when the Mercurian units show up), but they have speed.

1 comment:

fingolfin said...

Looking forward to RTS game idea#2!!!