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Rts/fps?

by AJ Zaradich · in Game Design and Creative Issues · 10/17/2007 (10:31 am) · 9 replies

Hey all! I'm new to Torque and to the game programming world! (But not to video games in general, I swear I probably have been playing games since I could fit my hands around a controller, being 19 and all.)

Anyway, I wanted to layout an idea and get some feedback on it whether it is worth something to pursue or not. I am learning something new everyday I work with Torque, so this isn't something that's going to be created for my first game, it's just an idea I want to have running in the back of my head so that when I am able to fully flesh out the details (and my skills have improved) then I am ready to start it.

My idea basically revolves around RTS-style games. I love them. However, I'm more occupied with MMOs at the moment, I always come back to play new-school and old-school RTS games alike. I love the idea of mass warfare and being able to control every unit and command.

The main idea behind it that I would love to set it apart from others is that it is also an FPS. You have the classic 3D top-down view that you can adjust and control your units and structures from and carry out most of the orders, but when you create a certain "hero" unit this enables you to take that character into an FPS view to wreak havoc and destruction upon your enemies bases. In this view you will be able to carry out basic commands and assign a squadron to the hero-unit you control, but in order to take in the full-power of the hero unit you must be in FPS mode.

Of course balancing issues in this would have to be addressed, as I want the hero units to be a valuable asset to a win, I also want to keep the fact that you cannot win without great strategies carried out in RTS mode as well.

Just an idea floating around. I wrote up a two to three page summary of what I'd like to see and accomplish in this once I have the skills needed to carry it out and see it through.

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#1
10/18/2007 (5:57 am)
I've been kicking around a similar concept. I think it is a viable concept. I've been working on one very similar to this, except it is a MMO, and several players can fight in the same army as the rest of the AI soldiers, and the "king" players, the ones that actually command the armies, can issue orders to the other player generals, and can also take control of a generic leader of a unit, so they can be a part of the battle too (of course, they wouldn't have their kingly stats if they jumped to FPS mode, just the stats of the AI they took control of).
#2
10/18/2007 (6:11 am)
Sounds awesome! What I wanted to do to encourage FPS mode as well as RTS is give individual skills only available in that mode.

Ex: Demolitions and Air Strikes on an enemy base can only be carried out within FPS mode.

Just an idea I'm throwing around, glad to see it's also thought of in other aspects as well! I'm liking the idea of AI soldiers and "King" players. Very cool concept indeed!
#3
10/18/2007 (6:14 am)
I've been kicking around a similar concept. I think it is a viable concept. I've been working on one very similar to this, except it is a MMO, and several players can fight in the same army as the rest of the AI soldiers, and the "king" players, the ones that actually command the armies, can issue orders to the other player generals, and can also take control of a generic leader of a unit, so they can be a part of the battle too (of course, they wouldn't have their kingly stats if they jumped to FPS mode, just the stats of the AI they took control of).
#4
10/18/2007 (6:17 am)
Savage

Savage is one of my all time favorite games. It is now free to download and play, and I highly recommend you do so to get a good feel on how the game concept (which is similar to your's) is pulled off.

The game is completely multi-player. Each team has one "overlord." This person plays the game from an RTS perspective. He/she is able to assign NPC workers (total of 5) to mundane tasks. The rest of the units consist of people play the game from 3rd or 1st person. These players can choose from various classes, such as support/healer, tank/melee, scout/rogue/archer, and builder/gatherer. While they can choose how to fight, what class to play as, and where to go, the "overlord" can select a unit and provide waypoints, targets, and recommend what class the player should choose which would be most helpful to the team.

Hands down, I love the game and have always wanted to create my own version. If you use Torque, I can recommend several resources which would provide the bulk of the tech you would need. If you create your own engine, or use another besides Torque, you will need to carefully study Savage to determine what modules you need.
#5
10/18/2007 (6:25 am)
WOW @ Savage.

I cannot really play it right now at the moment, but it looks amazing judging from the screenies they provide! Now that is something really unique. Truly a unique idea.

And if you have any resources that would make my time a tad easier in Torque, then I welcome them! I'm still learning the ropes so anything I can get my hands on to run with would be great. Thanks for the reference material!
#6
10/18/2007 (6:47 am)
Generic Event System

Mouse, Camera & Selection Combined Resource

Torque Script Reference Guide

List Datablocks by Type

Easiest Pathfinding

6 Sided Mission Area Bounds

Simple Bot Spawning Improvement

Path Collision Check

TGE Spawn points that spawn anything

Step by step source control

New TGE Documentation 1

New TGE Documentation 2

New TGE Documentation 3

Some of these links will directly affect your game play and tech. Some are reference and TGE learning material. Some are just useful to have to help out your development, like source control. Source control is a big big part of game development, and since most of these resources require engine changes, you will likely use it often.

Since you are a bit new, you might get frustrated at first. I definitely recommend you start out by doing simple modifications and tutorials for TGE. A game with a scope like Savage would take quite a while to make, even with an appropriately sized team.

With all that being said, if money allows, I recommend the following purchases:

- Arcane FX
- Any of Tim Aste's content packs
- A weapon pack based on what theme you are going for

You can find those at The Content Pack Store

For project management I also recommend Torsion and Overlord found here.

If you happen to have more money laying around you might want to check out Torque School.

*EDIT*- The resource links I sent you are just a few that you can use. You'll probably have to do some original coding for modules not listed, and search for a few others that are fitting to your project.
#7
10/18/2007 (9:26 am)
Sounds like a really cool idea - it's one I've loved for as long as I've wanted to make games. RTS games make it really easy to command entire armies, FPS games make it easy to control one squad - why not be the army general and command both?
Anyway, it's an approach I'm going for in my current project, but I was nowhere near as diplomatic about it as you were - this is my first Torque project, and it's a biggie :P. Anyway, the basic idea is that the player will be able to play as one of many ranks, and this rank defines what he does. For example, a basic soldier will just follow his squad around, shoot the enemy, die and respawn, etc. Squad leaders will command a squad, based on orders from their section leader. The section leader, having been given a list of tasks by the general, decies which squad to use in what role. The army general decides an overall strategy, assigning tasks to each section as he sees fit.
Good luck with your project, and whatever you decide to do between then and now!

EDIT:
Just thought of a game that may interest you - Urban Assault. It's pretty old, but it's got an awesome system for taking individual control of units. Also, itlocks you into your home base when you're not doing this, enforcing that feel that you're actually present on the battlefield.
#8
10/23/2007 (5:07 am)
Hey! that's cool, and it been done at a very small scope on "dungeon keeper 2", but it was done as a spell that allowed you to control the person for a few minetes, only that it sucked, other than the fact that every creaters veiw was different, like bees and night vision. dungeon keeper is pretty old, but still really cool.
#9
10/28/2007 (1:52 am)
Mount & blade is a great example of a rpg/rts/fps hybrid, most of the stuff you described it's just not multiplayer...you should take a look at it over at www.taleworlds.com. they have a trial version thats free.