Hello, I've had this idea for quite a while now to make a RTS that is somewhat micro-free and that focuses more heavily on the macro/strategy aspect while still having the action and soldiers fighting etc. The game would be a singeplayer mission based map.
My idea was to create a game that is set out in a cave just like the Lego rock raiders, essentially you'd kick it off with some workers and a base. You would then proceed to start mining for resources but it is here the micro-free aspect comes in. Insteed of making each unit go and mine you will insteed set what I will call a priority to mine one of the blocks which the world is built off. If there are no more important priorities to be done then the miners will then proceed to mine. If resources are found when mining then they will automaticly become a priority and the miners will afterwards pick them up and deliver them to base (if there's no more important priority available). You would then be able to set what needs to be done first. This is the very core gameplay idea.
Next up are some different game mechanics which I thought would be cool/essential, there would be two or three types of resources which is the obvious minerals and gas (also perhaps one for unlocking new tech). The gas is there in order to make it alot harder to get the higher tier stuff. For each unit that you produce one worker would be "sacrificed" and also make room for another worker (10-20 workers is the limit, idea not 100% sure though). However the units that you produce are just machines that are specialists at certain stuff, for instance combat and mining every worker can do both however but they're just worse at it.
For the techtree I thought it would be cool to have it similar to a talenttree in that you choose between two different talents to unlock new more specialized and unique buildings, however there would also be the normal techtree where you just unlock new buildings by getting upgrades/other buildings.
To sum it up (TLDR):
Singleplayer
Dig to get somewhere
Priority system for easy micro
Two or three types of resources. One for techtree
"Sacrifice" a unit for a strong specialised unit.
Feedback is very welcome, just make sure that if it's negative to be constructive and helpfull. Anything possitive is very welcome and very helpfull for motivation.
Well, at least to a certain degree. And don't get me wrong that's a great, great thing. I really enjoy games like that and you should totally go for it!
If you want to make a Lego Rock Raiders like map then you better start by making it exactly like the original and then add on as needed since you are stepping into some mighty big shoes to fill.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Indeed it's not a small project, however I think the hardest part is the UI and the priority system. Once those are done however it will just be about creating the units and the techtree (admitetly not that fun and pretty time consuming). I'm not 100% sure about the idea of it being singleplayer anymore as it takes a very long time to create fun and interesting missions.
The game is essentially just lego RR with different missions, techtree and no powerpaths so it will be enough like the original.
Have any of you seen the movie City of Ember? If not let me explain. The main characters are from a lost city built hundreds of years ago by people living on the Earth's surface. Their source of energy and light is dying and they are running out of ways to fix it. The young members of their society must escape but they don't know how to get out. They find a passageway to the surface and escape.
I would do something like a Fallout type game with a cave in. You are living in an underground bunker but the way out collapsed. Dig your way out.
Hello, I've had this idea for quite a while now to make a RTS that is somewhat micro-free and that focuses more heavily on the macro/strategy aspect while still having the action and soldiers fighting etc. The game would be a singeplayer mission based map.
My idea was to create a game that is set out in a cave just like the Lego rock raiders, essentially you'd kick it off with some workers and a base. You would then proceed to start mining for resources but it is here the micro-free aspect comes in. Insteed of making each unit go and mine you will insteed set what I will call a priority to mine one of the blocks which the world is built off. If there are no more important priorities to be done then the miners will then proceed to mine. If resources are found when mining then they will automaticly become a priority and the miners will afterwards pick them up and deliver them to base (if there's no more important priority available). You would then be able to set what needs to be done first. This is the very core gameplay idea.
Next up are some different game mechanics which I thought would be cool/essential, there would be two or three types of resources which is the obvious minerals and gas (also perhaps one for unlocking new tech). The gas is there in order to make it alot harder to get the higher tier stuff. For each unit that you produce one worker would be "sacrificed" and also make room for another worker (10-20 workers is the limit, idea not 100% sure though). However the units that you produce are just machines that are specialists at certain stuff, for instance combat and mining every worker can do both however but they're just worse at it.
For the techtree I thought it would be cool to have it similar to a talenttree in that you choose between two different talents to unlock new more specialized and unique buildings, however there would also be the normal techtree where you just unlock new buildings by getting upgrades/other buildings.
To sum it up (TLDR):
Singleplayer
Dig to get somewhere
Priority system for easy micro
Two or three types of resources. One for techtree
"Sacrifice" a unit for a strong specialised unit.
Feedback is very welcome, just make sure that if it's negative to be constructive and helpfull. Anything possitive is very welcome and very helpfull for motivation.
It's called Dungeon Keeper. :-)
Well, at least to a certain degree. And don't get me wrong that's a great, great thing. I really enjoy games like that and you should totally go for it!
@Obatztrara: Go
haven't actually played dungeon keeper however it does seem they have a lot of similarities.
If you want to make a Lego Rock Raiders like map then you better start by making it exactly like the original and then add on as needed since you are stepping into some mighty big shoes to fill.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil:
Indeed it's not a small project, however I think the hardest part is the UI and the priority system. Once those are done however it will just be about creating the units and the techtree (admitetly not that fun and pretty time consuming). I'm not 100% sure about the idea of it being singleplayer anymore as it takes a very long time to create fun and interesting missions.
The game is essentially just lego RR with different missions, techtree and no powerpaths so it will be enough like the original.
Have any of you seen the movie City of Ember? If not let me explain. The main characters are from a lost city built hundreds of years ago by people living on the Earth's surface. Their source of energy and light is dying and they are running out of ways to fix it. The young members of their society must escape but they don't know how to get out. They find a passageway to the surface and escape.
I would do something like a Fallout type game with a cave in. You are living in an underground bunker but the way out collapsed. Dig your way out.