Wednesday, September 7, 2011

Some RTS Elements

Illustrated below are a few elements that I believe would help to make our game very fun and provide much needed replay value.

Essentially we are looking at a side-view 2d RTS with some limited side-scroll elements. A player can upgrade the main base in order to pump out various units. These upgrades could come in the form of nifty addons to the tree house concept such as a satellite dish to entice nerds or a basketball hoop for the jocks. Units will spawn continuously from this base and pursue the enemy. A player may place various other "buildings" for added defense and to act as roadblocks for the enemy. The player may also use his or her preselected abilities in order to trash the opponents forces or buff his own. This game would mesh DOTA and RTS elements while maintaining simplistic controls yet offering many strategic choices and outcomes.

Tuesday, September 6, 2011

RTS Idea

Dota/Tug of War:
We could blend LoL/HoN type games in that all the basic units are just created and sent to attack (you only decide which units and can upgrade them etc) but you could have one main hero type unit over which you have finer control. Part of the strategy could come from choosing what abilities or spells you want to use remembering that you can't choose all of them.

  • No need for complex pathing (saves tons of programming time)
  • Not having fog of war is perfectly OK.
  • (Hopefully) easier art because it is 100% 2d.
  • Very easy and intuitive controls. Would work very well on mobile devices with limited real estate.
Example:

We want to take advantage of the great tools Unity 3D offers: