RTS Design Considerations for Structures and Buildings
by David Mac · in Torque Game Engine · 05/03/2005 (9:26 am) · 0 replies
It seems there is some interest in buildings/structures assets for the RTS SK. Rather than just guessing, I thought I would try and solicit some input from RTS SK owners about the design features and considerations you would like to see in this type of asset.
There seems to be 2 schools of design, some favor a single building, while others prefer a small grouping of buildings or objects to represent a resource or feature. (single buildings being more economical in the polygon arena).
For example, should a refinery be one structure, or a tile (for lack of a better term), with a couple of buildings and storage tanks?
What type of unit interaction should be allowed with the asset? Should units be allowed to run through it or over it, or just flow around it? I wouldn't want units to become stuck in the model, but it might be kind of cool to have 2 or 3 be able to run in between a small grouping of structures.
As a matter of technique, I like to put "skirts" on my models. Essentially an extention of the model below the gound level so that if the model is placed on a bank or angled terrain, you can't look under it. A skirt usually adds only about 8 polys to the model. But on a tile with multiple structures, this might end up a dramatic offset from the surrounding terrian as the buildings are going to be set on some sort of platform. Any thoughts on how the model should interface with the terrian.
What is the preferred method of Structure status? Assuming each structure has depictions of growth and destruction, should these be delivered as separate DTS files for each stage, or would they be preferred all lumped into a DSQ or animation?
Thoughts???
There seems to be 2 schools of design, some favor a single building, while others prefer a small grouping of buildings or objects to represent a resource or feature. (single buildings being more economical in the polygon arena).
For example, should a refinery be one structure, or a tile (for lack of a better term), with a couple of buildings and storage tanks?
What type of unit interaction should be allowed with the asset? Should units be allowed to run through it or over it, or just flow around it? I wouldn't want units to become stuck in the model, but it might be kind of cool to have 2 or 3 be able to run in between a small grouping of structures.
As a matter of technique, I like to put "skirts" on my models. Essentially an extention of the model below the gound level so that if the model is placed on a bank or angled terrain, you can't look under it. A skirt usually adds only about 8 polys to the model. But on a tile with multiple structures, this might end up a dramatic offset from the surrounding terrian as the buildings are going to be set on some sort of platform. Any thoughts on how the model should interface with the terrian.
What is the preferred method of Structure status? Assuming each structure has depictions of growth and destruction, should these be delivered as separate DTS files for each stage, or would they be preferred all lumped into a DSQ or animation?
Thoughts???