Why Don't We See Practically Any Rts Games!?!?
#41
Posted 01 December 2006 - 10:19 AM
RTS games take a lot of time to play and most ppl just arnt willing to spent loadsa time playing a gm game
#42
Posted 01 December 2006 - 02:06 PM
Also, i tryed looking for those games u guys mentioned, but I couldn't find em'
... could some1 plz post a link? thanks.
#43
Posted 01 December 2006 - 04:23 PM
Edited by drazzke, 01 December 2006 - 04:24 PM.
#44
Posted 01 December 2006 - 04:32 PM
Furthermore, RTS games tend to be the most code-heavy of all games since they require a large amount of AI scripting, GUI finesse, complex game mechanics, and above all, somehow gel everything into a contigous experience. The artwork too can add up really quick.
But, I do think that in the end it's just because of how hard it is to code a RTS engine that meets the very-high expectations set by the market. Even commercially released indie RTS games don't get very far. RTS games have a strong tendency to either be a lasting hit or crash and burn very quickly.
#45
Posted 01 December 2006 - 05:31 PM
The coding itself isnt that hard.
But i the gfx one building usually has 6 sprites (construction) they are hard to create. ( for me because i do it all on my own )
I think rpg is the hardest to create look at oblivion look at that massive playing world and a.i system and you can talk to ppl its very very well coded.
#46
Posted 01 December 2006 - 08:11 PM
RPGs aren't as complex. I'm not saying they require less work, RPGs have traditionally been the least effective in terms of time spent coding vs play time because you have to script everything. It's just that scripting everything isn't all that difficult. Oblivion and GTA are exceptions since they use emergent gameplay to extend playtime as far as possible, but there's still plenty of content creation. However, the code that you use in RPGs typically aren't rocket science.
#47
Posted 01 December 2006 - 10:48 PM
This is the plain answer to most game-quality complaint on the GMC. Good art is very, very hard to come by. I suspect most of the budget on commercial games goes to artists.You dont really have to encourage people to do this. The problem is most programmers of the GMC lack an artist who will make original sprites for them for a whole game. Thus that cant really make a fully polished oringinal game.
#48
Posted 01 December 2006 - 11:43 PM
#49
Posted 02 December 2006 - 12:04 AM
If a dedicated programmer and a dedicated spriter worked together, that would be a good team, even if it's only two ppl, but those ppl have completely different things to do, so you never get overlapping work.
#51
Posted 02 December 2006 - 03:11 AM

Above: What I am doing
I am going to make a controversial claim: RTS games are not difficult nor time-consuming to make.
Now I will explain it: The main difference between the development of a GM rts and a GM platform game is that most of the time devoted to levelmaking in the platform game must be devoted to the engine in the RTS. Other than that, their development time can be rather similar.
#52
Posted 02 December 2006 - 03:38 AM
your not making an RTS are you...
My RTS (which il start back on in awhile) actually started to smooth out, but putting 50+hours into every update just for pathfinding and adding 1 unit was pretty annoying.
That and making voxels is pretty time consuming
#53
Posted 02 December 2006 - 05:25 AM
Over fifty hours to update the pathfinding and to add a unit sounds a bit too much. Adding new units shouldn't take to much time. With a good parenting structure it should be as easy as assigning a few variables and making some sprites. Of course if the unit has a special ability that would take a little longer. For your standard melee unit or ranged attacker though the longest part would usually be spriting and sounds.My RTS (which il start back on in awhile) actually started to smooth out, but putting 50+hours into every update just for pathfinding and adding 1 unit was pretty annoying.
#54
Posted 02 December 2006 - 05:47 AM
I can't even finish a space shooter game. The engine is finished, with nice special effects and such, but I can't get one dedicated spriter to make consistent graphics.
But anyway, I think sprites are the biggest deterrent.
#55
Posted 02 December 2006 - 01:06 PM
I've gotten around the need for sprites by just biting the bullet and doing it myself. My games are almost all me (except for sounds, but there's no shortage of free sounds available).
It takes time and it's no fun but you can't jsut sit around and wait for someone else to do it all for you.
Edited by th15, 02 December 2006 - 01:09 PM.
#56
Posted 02 December 2006 - 01:51 PM
But I like originality. How people can make hundreds of Mario clones, without being taken to hell immediately? How to get rid of senseless japanese-like RPGs, with the most boring fights ever? Random fights just with choices like Attack/Wait/Cast spell/Run are too simple, specially when an "enemy" is just one sprite. Even in-game items like "The Mightiest Sword Of mAss Destruction" are just represented by their name and few statistics.
I'd love to show you a full power of my RPG, which is in my signature and unfortunately in a foreign language.
So, those who seeks an originality, can just look at my recent project, Coreador.
#57
Posted 02 December 2006 - 08:49 PM
#58
Posted 02 December 2006 - 09:29 PM
You have to calculate and program elements such as unit balancing, resource balancing and a relatively effective learning curve, and on top of that you might want to create a map editor. It's not quick and it's not simple. That's why we don't see many of them on the GMC.
#59
Posted 03 December 2006 - 10:59 PM
well i was overexaggerating what i did in those 50 hours .. its not that hard to add a unit, other than the fact that I started the engine when i wasnt that fluent in GML so its kind of screwed up in comparison to projects now
#60
Posted 04 December 2006 - 02:27 AM
In my opinion, RTS games are the toughest to make. I'm not saying that RPGs or FPSs are easy to program, but they are the least complicated many times. In an RTS, there are so many variables for each unit that RAM is really needed more than ever.
Unit design is a pain
Weapon design gets gruellingly tough
I'm making a weird RTS/RPG game and I'll tell you one thing: The AI (if it even constitues as AI) is EXTREMELY tough to make. Having the enemy build up and then attack is tough. Very tough.
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