Sorry if this is in the wrong place, [moderators] please move it if it is.
I have two game ideas with the same title.
One of them is a 'traditional' RTS set in the 21st century where you can build cars, airplanes, boats, which are all equipped with certain weapons which are good against other vehicles. A possibility is that you could also design the vehicles by selecting certain equipment (weapons, car bombs, drills) to go on a 'chassis'. Buildings would also have to be built beside roads, and power supplied for them to work, and workers sent to them to use them, which need a home. Everything would be centered around money. It is effectively a simcity/age of empires hybrid
The other is one with a turn-based aspect, as there are multiple 'cities' which each have an 'economy' set by various buildings within the cities. There are many resources, which have to be mined or created by other resources. There is a 'main map' similar to a star map, where fleets can move between cities each turn and attack fleets or the city they are in. Cities have an economy, which removes resources from a civilization and adds other resources and/or money, and player-owned cities can be modified. Also, ships are very customizable, with variable numbers of weapon slots which can hold different weapons and have a fire arc, and different stats set by what weapon it is. It is difficult to describe in words, and is a galaxy on fire (2)/age of empires/civilization combination.
EDIT [can't believe I forgot to include this]: the second one's 'city map' is RTS-based, each turn you can go into the city map to fight an enemy fleet that has entered your city, to attack an enemy city with your fleet, or just to build more buildings in the city.
Which one should I make? (Your suggestion may not be used, but I cannot start work on either because if I do, I will decide I want to make the other one, so I will get nowhere)
ps. it is planned to all be in 3d (if I can figure out how to) and an ios app in the future (although I have yet to purchase GMS).
Ive seen in multiple cases where a longer piece of code that does the same function as a built in code is less laggy (but takes more space, which i could care less about) like round(x/y) is x div y (i saw that somewhere)
Would using trig instead of point_direction be less laggy? And what about using pythagoran triangle thing for point_distsnce?
I'm working on an RTS called Cities in War with multiple maps that the player can switch between. In some of these maps there are cities (each map is its own separate room, so there may be 25 to 36 maps) and I need a way for allied and enemy cities to develop (player in map 1,1, and cities in 3,6; 4,2; 5,5; and so on developing)
I thought about using a ds_grid with the grid holding the positions for buildings, resources, ect for each city with an object holding said cities' resource counts and having the ds_grid update the corresponding city when said city is viewed, but I am not sure, so I want input on this.