All Questions
10 questions
0
votes
0
answers
191
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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, ...
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.
...
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 ...
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 ...
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,...
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 ...
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 ...
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 ...
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 ...
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 ...