Search the Community

Showing results for tags 'RTS'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Idle Forums
    • Video Gaming
    • Wizard Jam
    • Movies & Television
    • Books
    • Idle Banter
  • Shows
    • The Cutdown Episodes
    • Every Game in this City Episodes
    • Three Moves Ahead Episodes
    • Something True Episodes
    • Designer Notes Episodes
    • Important If True Episodes
    • Idle Thumbs Episodes & Streams
    • Idle Weekend Episodes
    • Old Shows Home
  • Wizard Jam
  • Babysitter's Club's History of the series
  • wrong club's no

Calendars

  • Community Calendar

Location


Interests


Biography


Location


Interests


Occupation


Favorite Games

Found 9 results

  1. Greetings, I've recently released Knights of Grumthorr on Steam as a 2d medieval fantasy rts. It includes custom scripted campaigns, a map editor, skirmish modes and is easily moddable with graphics, audio and trigger data all easily accessible. I hope you find it enjoyable if you give it a shot. from Matt https://store.steampowered.com/app/1443190/Knights_of_Grumthorr/
  2. G'day everyone, If you aren't already aware, two awesome strategy games have just released and a third is coming out. Kube Games - Imperiums: Greek Wars Resistance Games - Company of Crime Grand Tactician - Civil War You can also find a collaborative interview with all three developers here: https://www.cshpicone.com/gaming/interviews/strategy-mega-interview Cheers, Chris Picone
  3. Hey guys, I am curious about your opinion. I want to make a Real-time strategy game but with a twist, I want to add to it a horror/survival element to it. Yes I know there is a game called "They Are Billions" that includes RTS gameplay + zombies and it is good but I do not find there any solid horror elements. So my question is : What game design elements would you combine from the RTS category with the horror category? As an extra note, the view is limited to the top-down view and possible it is limited to the squad cap limit. And as a side question: DO you know any real-time strategy games that are mixed with horror/survival elements that may inspire me? So far regarding RTS my main inspiration is C&C and starcraft SO far regarding plot theme, my main inspiration is Xcom(game) and the movies "Aliens", "The thing" , "Phantoms", "The Mist" thank you PS: this is my first post here so also THANK YOU for letting me join
  4. Hello, I want to make an RTS game that allows users to write their own AI for units. However, I have limited resources, and am thinking of modding an existing open-source RTS to add this functionality, rather than build my own game from scratch. Or at least at first. This would be a good way to gauge interest and get feedback.It looks like there are a lot of open-source RTS games that fit what I'm looking for, such as 0 AD, Warzone 2100, Glest/Megaglest, etc. And their licensing is very permitting (GNU GPL and CC BY SA), so it looks like I'm welcome to mod their games, and then release my mod wherever I want, as long as I include attribution, and release it also under GPL with the source code included. I was thinking of releasing the mod on either Steam, itcho.io, to gain visibility and to take advantage of their premade features for packaging, delivery, and matchmaking of the game.However, I was looking the matchmaking aspect, and am a little confused. Steam talks about servers here: Partner.steamgames.com which says basically that you can use the Steamworks API, but need to provide your own servers, or have the player's computers act as the servers. I'm guessing the latter would probably be impractical given the genre (RTS), but don't have a lot of experience by which to judge.What I'm looking for is something that's not a lot of work to connect people in multiplayer games. I'm happy to pay for servers, even if I don't end up charging anything for the game. I'm not sure what goes into linking servers to steam to allow matchmaking, and how much of it is done for you.I also tried to look into how 0 AD does matchmaking. It looks like it works directly through the game (like the old "multiplayer" option in Age of Empires), but beyond that, I'm not sure.Anyone know more about this sort of thing?Thanks!
  5. Hello, I have an idea for a game: It would be just like a traditional Real-Time Strategy game, but with a twist: the user is given the ability to write AI for their units. There would be a a development mode of the game where you could access basic unit functionality (like move here, move there, attack, etc.), and basic information (like type and position of enemy units you have detected), and write your own AI. I think this would be really cool , both for people who already know how to code, and for people just starting to learn. It occurs to me that it would be waaaay easier for me to modify an existing open source game to add this functionality than it would be for me to write my own RTS game from stratch. Like probably the difference between me being able to do it and not (I am doing this on the side of my day job). However, I think it would be cool to at least try to make money from this game. So I was looking into licensing, and it looks like almost all open source games are released under the GNU GPL license, meaning that they are legal to modify and redistribute, even for money, provided that the mod is also released under GNU GPL, and provides the source code. This makes sense, but it of course makes it difficult to make money selling a game, because anyone who buys it can then redistribute it for free if they choose. I also read about the GNU Limited GPL (LGPL), which looks like closer to what I want--open source stuff that can be included in proprietary works. You don't have to provide the source code for your modification. It looks like you have to clearly separate your work from the LGPL work by using them as dynamically linked libraries, or something like that. I'm not sure how technologically viable that is for my idea yet. I tried to find RTS games made with this license. I might have found one (Evolution RTS: https://github.com/EvolutionRTS/Evolution-RTS/blob/master/license.txt), but it's ambiguous, and I'm unsure. Generally though, it seems like LGPL might be more of a thing for tools like game engines rather than whole games. One idea I have is to modify a regular GPL game, then host it with servers for competitive play on some site like steam. I of course wouldn't advertise that the code is open source, but people would probably be able to get the game itself for free in this way if they looked into it. However, they wouldn't be able to play it competitively against other people without paying on steam. Any advice? I'd be happy to hear feedback on the legal issue and/or the idea in general. Thanks!
  6. Land of Sand -- Dune inspired real-time strategy game Allow me to introduce you an RTS game, which is currently in development. Land of Sand is a mixture of global and real-time strategy inspired by classic RTS games, such as Dune II, Dune 2000 and Emperor: Battle for Dune. As a representative of a powerful House you are appointed planetary governor of Foedia -- a desert world known for its harsh conditions and valuable resource. However two rival factions, unsatisfied with this decision, declare war on you. You have to defeat them and establish your factions rule over Foedia once and forever. Build, develop and defend your base. Harvest resources. Train soldiers and produce vehicles. Manage optimally your limited fuel and water resources. Struggle with extreme conditions and hostile fauna. Defeat your enemies. Conquer the planet region by region. Land of Sand will be RTS with global strategic layer: global map devided into regions, which player defends or conquers during RTS missions. In between missions player chooses what region to attack, invests resources in capital base development and researching technologies, gathers intelligence on enemy regions, sends agents to sabotage enemy efforts, negotiates with secondary factions. Capital base progress and global situation influence player capabilities during missions: how much supplies and reinforcements can be obtained, what units and buildings are available, secondary factions acting as allies, neutrals or enemies. Game release is planned in 2020-2021. Official site: Land of Sand
  7. Total War: Warhammer II

    Let's start the thread, because it might take a while until the 3MA Podcast will be up. I hope Zacny, Frasier & Co. will take their time. If you are a 3MA listener and not playing Total War: Warhammer II right now, what are you even doing?! (Aside from going to work, raising children, changing dipers, studying for med-school, etc - you are excused, obviously) I learned to hate Elves, over my decades of D&D and Fantasy RPGs. They are just too much for my working-class, Marxist uprising. But I am now six hours and 50 turns into my first campaign as "High Elves" and enjoying every moment of it. The game 'flows' very well. It feels like the most polished, most accessible (for new players), most focused main Total War campaign, they made. Read the reviews. From game design, game flow, storytelling, to gameplay mechanics, UI elements all the way to the technical parts (amazing animations, 3D models and art, voice acting, performance, et cetera). For some weird reason, the campaign map - with all the Elven rainbows and unicorns remind me of the old "Heroes of Might and Magic" - only, now in 3D, fully voiced and animated. What do you guys think so far, fellow @3MA'ers? Please, share ...
  8. Halo Wars 2

    Halo Wars was, without a doubt, the killer title for the Xbox 360. None of the other last generation games stood a chance. However, around the game's launch, Ensemble Studios shut down. The game was supported by Robot Entertainment, but hopes for a (much desired) second installment were slim. At Gamescom 2015, Microsoft triumphantly announced that Creative Assembly was working on Halo Wars 2 (launching fall 2016; on Xbox One and Windows 10). Jokes aside, I did have fun with Halo Wars, and a sequel makes me happy.
  9. Machines at War 3

    Please allow me to introduce my real time strategy game Machines at War 3. I have been working on this game for the past 2 years full time, I did 100% of the programming myself, it is an old school looking top down RTS with 2d graphics. Machines at War 3 boasts 130 different types of units and technologies to build. In addition a full single-player campaign is included along with Game Center multiplayer and random map skirmishes. Using intense strategy and heart-pounding action, Machines at War 3 lets you battle and outsmart enemy forces as a military commander. You're joined by a fiery officer named Samantha Vice, who helps you maneuver through 21 intriguing campaign missions. Your objective: Uncover why your country's secret research team - the Omicron Initiative - has disappeared. Machines at War 3 is already available for Windows and Mac and received positive reviews noting its numerous types of units, variety of winning strategies, and ease of play. "The number of units that can be created is staggering" - Armchair General "An ultra-solid strategy game full of interesting features, large maps, and a wide array of game play situations." - Gamers Critic Features: Build over 130 types of units and technologies Rescue the Omicron Initiative in 21 missions Play unlimited random map skirmishes Conquer friends in online multiplayer combat Price: $6.99 USD Platforms: iPhone 3GS or later, iPad 1 or later, iPod Touch Languages: English, German, Chinese, Japanese, French, Korean, Spanish, Portuguese, Russian, Italian