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0 votes
0 answers
191 views

How can I improve the current enemy spawning system for my strategy game

I'm currently making an RTS game for mobile where mini battles would take place on tiny battlegrounds. The problem is that currently the player is spawning its units based on a currency system, ...
StuckInPhDNoMore's user avatar
0 votes
1 answer
428 views

Unity RTS Multiple Selection Approacah

I've recently solved the single selection problem but now I want to do multiple selections. I know I need to find two points with the mouse position to draw a box but it just won't work for me. ...
Kiyo's user avatar
  • 27
0 votes
0 answers
68 views

A* move to excact position, if close, otherwise approach

I'm using the A* project from http://arongranberg.com/ and have this annoying problem, that I'm incapable of solving. When walking to a destination, I want my units to just get close to the waypoints ...
pguetschow's user avatar
1 vote
1 answer
587 views

Simple Line Formation

I'm working on the first formation for my game's troops. These should simply stand on land, facing the same direction. To achieve this, I tried to create offsets towards a pivot-unit, that is ...
pguetschow's user avatar
0 votes
1 answer
453 views

Get closest Child to cursor

I'm currently rewoking my RTS cover system. This should highlight the closest coverspots from my mouse cursor and sent the units to these locations. everything works, but I can't get the closest sport,...
pguetschow's user avatar
17 votes
2 answers
6k views

RTS game unit structure

I want a way to make a lot of different units without having to program stuff like moveTo and Attack actions more than once The way I see it, there are 2 ways I can do this. A single generic Unit ...
Daniel Holst's user avatar
4 votes
3 answers
1k views

Object-oriented Ability System?

For my RTS game's ability system, I need an efficient ability system where each ability is its own class that implements certain functions from an inherited abstract base class, Ability. Every ability ...
JPtheK9's user avatar
  • 2,031
1 vote
3 answers
644 views

XNA RTS A* pathfinding issues

I'm starting to develop an RTS game using the XNA framework in C# and am still in the very early prototyping stage. I'm working on the basics. I've got unit selection down and am currently working on ...
Slayter's user avatar
  • 185
0 votes
1 answer
746 views

Creating movement path displays in a top-down 2d RTS

My game is a top-down 2d RTS coded in C# using SFML's libraries. I want that during unit selection, a unit will display it's movement path on the map. Currently, after the path is computed as a list ...
nihohit's user avatar
  • 595
5 votes
3 answers
2k views

Pathfinding for a lot of units, mostly random movement

I'm using a uniform cost eight-directional grid as a map, with buildings that represent unpassable terrain - the map tries to simulate a top-down flat city. I'm trying to fill the city with randomly ...
nihohit's user avatar
  • 595