Community Real Time Strategy Spec

I tried the space planet game, really cool. really fun.

good to know. Ill try upload a version soon, so you can choose an area you feel most confident programming in.

Does that mean we already rushed off to code something, whist not having a direction, a initial first target, etc… down? Or is this a prototype?

bobjob’s got a RTS engine already set up, he showed me some screen shots of it over the past weekend which he can port into an space RTS fairly easily. What we need is now a design doc of what we want to achieve as an RTS. I been doing some sketching on various ship models. Nothing too detail yet, just putting down basic geometry to see what’ll make an interesting design with low polygons.

If we can somehow tie this into the universe of the space trader game, that would enlist quite a few good writers that are more interested in developing that game atm.

Until there is more than 2 programers for a project, I dont see the point in starting from scratch. Im more than happy to, but i would very much like to see progress.

I plan to set up the main code to be more of a utility library. This way people can chop and change parts they want to, but there will always be a working version of a game to test. I think it will be alot more rewarding for everyone involved, unless of corse more programers are interested in joining. I am currently carring most of the responsibilty for this project, and IMO I feel i am approaching it the right way, with the resources I have.

A side note:
I have a friend who works alot with blender, and uses the blender forums. In his opinion he believes there are alot of people willing to help out with projects, even with at least a single model. As there hasnt been much interest in the programming side of the RTS im hoping that wont be the case in other aspects.

I copied the project description over to the WiKi page. Any changes/updates can be done over there.

http://code.google.com/p/mark-562/wiki/rts

cool thanx for that. Ill go over it again, and see if anything needs correcting

Here is a low poly model a friend made, rendered in realtime.
Manta craft v1.

http://users.on.net/~bobjob/manta.jpg

still needs a better texture map. would be so cool to get some pixel artists.

Manta craft v2.

http://users.on.net/~bobjob/manta2.jpg

Unfortunately that might cause there to be less programmers interested, adopting large amounts of code doesn’t come easily to a lot of folks.

Love the model, art already, awesome :slight_smile: Are you planning to have the space trader universe and this one interact - or have the same theme or something, because that would be very cool.

Kev

ok fair enough, First up ill upload a mock version. hopefully it will stimulate more interest. Then once again ill propose a basic first target.
but if nothing eventuates and still there isnt many programers, ill re-evulate the situation.

It would be cool if they were in the same unverse, and same series titles.
Im still waiting on the writers for the space trade to do something. Once they do, if there are any key characters mentioned in the history of the unvirse or something of the like, ill adopt there plot into the RTS.

CaptainJester how do you feel about things on the programming side?
Would you rather tweek/add/take away from an already stablished game?
Or would you want us to start from scratch, building say a map editor?

I’m ok going either way. If we already have some code to start with that might generate more interest. What tech does the existing code use? jME, LWJGL/JOGL, or custom? I think we should target OpenGL and not Java2D. What are your thoughts?

yeah Im definately thinking openGL. except for non game aspects such as utililty programs(map editors and such).
As for in game: for 2D, I was hoping maybe slick. It doesnt look like there will be enough programers for the a 2D version. nun the less it will always be easy enough to implemenet later.

I created a root folder called rts. You can start to upload code there if you want.

How are we handling art assets? Is there a folder structure set up for this stuff?

Otherwise I will use my own naming conventions for now and email them to bobjob.

Would be cool if you could send them over anyway. because ill probably add some stuff:

  • add normal map (if you havnt)
  • add height/displacement map (if you havnt)
  • decimate a version for performance.

for the RTS the three main states for animation are as follows:
move: loops through move (walk/fly) key frames
stand: loops through stand (still/hover) keyframes
death: runs through death keyframes once.
attack: runs through attack keyframes once.

note: I doubt a RTS will take advantage of these states, as each unit will probably only need one model. Im guessing stuff like engines, damage, will be displayed via texture and particle effects.

http://jackyin.net/JGO_RTS_SS/WIP_SS_01.png

One more question, what’s the targeted triangle limit?
Also, you want the weapons to be separate meshes or part of the main mesh and just ignore animations?

I would suggest one mesh to make things easy and ignore firing animations. Someone already said that can be covered with particle effects and sounds since the player will be more concentrated on the battle than looking at the unit’s individual animation. It’s icing on the cake that doesn’t exit yet.

Im sure the triangle count can always be tweeked later down the track.

It would be alot easyer to have the guns on the actual model. Missiles/Lazers will be added later.

hey I am kinda noobish(sort of) but I figure this may be an interesting ride so can I join? I can only really help wiht eh 2D version of th game as I have never programed in 3D

Don’t worry about that. Part of the reason for this is to help people learn new things.

k, so how can I help, I have only done 2D before :-\ but since you said you are gunna do that later I am gunna take a leap at 3D :slight_smile: could oyu point out any good tutorials? (dont worry I learn fast)

http://nehe.gamedev.net/

There are a lot of OpenGL tutorials here. The web page is written with C++ examples, but at the bottom of each page there are links to conversions for the tutorials. The first 30 have LWJGL versions. You can go to the LWGJL Forums or come back here with any questions.