Game Development Community

Which should I use, RTS or FPS SDK

by William Urban · in RTS Starter Kit · 05/06/2005 (6:45 pm) · 9 replies

Hey everyone, still kind of new to the whole process. I have the 3d programming book and have done a little bit of toying around with the engine but am in no way experienced. I am just thinking of various ideas to flesh out and was wondering what you thought would be best. So one of these ideas is kind of a top down shooter kind of like crusader:no remorse, where you would control your main guy with wads but have the camera locked in a top down fashion (even like GTA2). Or if you were doing a rpg, switching between 1-8 guys but still having the camera either top down or locked in a track mode. I know there is an advanced camera object for the fps one but the RTS camera seems to do it right "out of the box". But am I losing the player class functionality by using the rts kit and not the fps. Which one should I use, or would mean less engine hacking?

Thanks for any advice, help, comments etc :)

-Will

#1
05/06/2005 (9:40 pm)
Well, it depends on you mostly =-).

RTS will do it out of the box, but you lose some of the things that the player class does. If I were you I'd use the fps package, but I'm not you.

What exactly are you afraid of losing from the player class?
#2
05/07/2005 (6:28 am)
Well I really don't know yet :) I have a bunch of ideas in my head that are floating around and just trying to learn the engine some before I commit to one. Like for one of my game ideas I thought it would be cool to have a squad of 6 guys or so with a 3rd person view, and you switch between them. I'm thinking the FPS engine would be good for this but I haven't yet seen how to make your "player" be anything other than the one you start with so maybe RTS for that. Or a top down car game like spy hunter, where I don't want the camera to move and dont care too much about gravity since I'm kinda staying on the road, RTS would be good for that but then I can't control it with WADS :) This is still so much info and a little overwhelming that I am just trying to get my feet wet.

-Will
#3
05/07/2005 (8:50 am)
Well basically it looks like FPS Engine for you, look for tutorials to switch between players. Maybe if you can code a little in C++ just grab the selection code, or even use the Object Selection resource. This is probrally the best and easiest way to do it. It would probrally not take much time at all.
#4
05/08/2005 (10:13 pm)
You can hook up WASD player-type controls in the RTS SK without too much trouble. For the player switching and stuff... I'd probably use the RTS SK codebase for that rather than replicating in the FPS stuff. You could go either way though.
#5
11/10/2005 (9:48 pm)
@Josh, This has been bugging me for quite some time, but how exactly does one hook the WASD keys back into RTS?
#6
11/10/2005 (10:01 pm)
Add 'em back into the action map, just like in the FPS demo.
#7
11/10/2005 (10:07 pm)
Yeah I've done that, but strangely nothing seems to happen. Is this maybe because I need some other object rather than an RTSUnit?
#8
11/10/2005 (10:53 pm)
RTSUnits don't do anything with moves - they just go towards a point - so giving them moves won't do much. :)
#9
11/10/2005 (11:15 pm)
So then I would actually need to determine a point in space for an RTSUnit and have them keep moving towards the point. Kind of like a carrot on a stick. ;)