Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 17 18 [19] 20 21 ... 31

Author Topic: Proceedurally Generated RTS  (Read 57073 times)

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Proceedurally Generated RTS
« Reply #270 on: March 23, 2011, 03:34:56 pm »

Not a bad idea.

Also might work as a way to balance ships a bit. If some particular ability, say firing rate, is too powerful you could have the higher firing rate abilities cost more of the rare materials.

It would also allow for some ship specialization decisions. Do you put all your rare resources into a few ships to make them really powerful or do you spread it out? Maybe it makes sense to have some Fast, Armored Frigate type ships that don't do much damage but screen your more slower, more fragile ships that dish out the damage.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Draco18s

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #271 on: March 23, 2011, 03:46:02 pm »

I'm hesitant to use it as a balancing mechanic, as I have no way to determine that "X ability is powerful" and "make it cost more" as the balance is supposed to be determined by the triangle ships, that any one of them is better than one and worse than the other.  By making their costs different, then it becomes a "three of these is two of those and four of these" kind of balance (as the ones that are "two of" have a cost that is "twice" that of the "four of" ship).

But the various costs would force a balance on the player's fleet by not letting them (easily) stack a hundred of the same unit type (whereas a fleet composed of a mix of resources would be more powerful).
Logged

RedWarrior0

  • Bay Watcher
  • she/her
    • View Profile
Re: Proceedurally Generated RTS
« Reply #272 on: March 23, 2011, 07:18:30 pm »

Also, I think the max possible max HP should be based on armor. Just a thought. Basically, how do you make armor piercing better? Make more armor.

Another thing would be that, after it absorbs a certain amount of damage, it decreases. So you start with 8 Armor and take (GENERIC) hits, each having min(8,enemydamage) damage removed from their strength and added to Armor Damage Counter. Once Armor Damage Counter hits (OTHER GENERIC), it resets and you now have 7 Armor.

Just a couple thoughts. By no means do you need to do these.
Logged

Aklyon

  • Bay Watcher
  • Fate~
    • View Profile
Re: Proceedurally Generated RTS
« Reply #273 on: March 23, 2011, 07:28:16 pm »

Or perhaps piercing the armor lowers its value by how many layers it penetrated.
Logged
Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Draco18s

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #274 on: March 23, 2011, 07:37:08 pm »

Basically, how do you make armor piercing better? Make more armor.

Uh.  No.  The problem was that raw damage was besting high-armor, not low-damage armor piercing.

Quote
Another thing would be that, after it absorbs a certain amount of damage, it decreases. So you start with 8 Armor and take (GENERIC) hits, each having min(8,enemydamage) damage removed from their strength and added to Armor Damage Counter. Once Armor Damage Counter hits (OTHER GENERIC), it resets and you now have 7 Armor.

Ehhh...too complex.

Or perhaps piercing the armor lowers its value by how many layers it penetrated.

That's how it works at current, but it was more advantageous to have 40 damage hit 20 armor (20 damage) than it was to have 10 damage with 20 AP hit 20 armor (10 damage).
Logged

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Proceedurally Generated RTS
« Reply #275 on: March 23, 2011, 07:41:12 pm »


   Also for armor piercing have it protect from a percentage of
a shot with a min of the defense value or such.
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Draco18s

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #276 on: March 23, 2011, 07:52:57 pm »


No.  Nor does it actually answer the question of "what types of resources" or "how many different types."

Quote
Also for armor piercing have it protect from a percentage of
a shot with a min of the defense value or such.

Considered, but rejected.
Logged

Draco18s

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #277 on: March 24, 2011, 03:16:05 pm »

Alright.

Really bare bones GUI mock-up.
Spoiler (click to show/hide)

"Crystals" need a little more explanation, after some discussion with a friend of mine (who's very gamer savy).
Crystals will be finite and are used up in ship construction.  When ships die, they leave behind a indestructible harvest-able crystal object, returning their full value to the harvesting player.  Essentially, you need crystals in your ship engine cores, which functions as a ship cap, but losing ships doesn't give you an immediate return for building new units (don't waste your fighters attacking the walls!).  Similar to the "souls" resource in Sacrifice.
Logged

Hugehead

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #278 on: March 24, 2011, 03:56:02 pm »

That's a cool idea, how many crystals do you plan on having in the average map?
Logged
We're Bay12er's. If there is a bug, we will find it, exploit it, and make a recursive statue out of it. Just look up Planepacked.
When a dwarf enters a martial trance, they become Jedi. Short, drunken Jedi.

Draco18s

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #279 on: March 24, 2011, 05:39:41 pm »

That's a cool idea, how many crystals do you plan on having in the average map?

100-400.  It'll depend in the end on how well Flash can handle the number of objects, as well as difficulty level and other things.

Generally speaking Flash 10.1 can handle about 1000 objects without significant slowdown.  10.2 is a bit faster, due to improvements in basic operators.  See this thread.
Logged

Draco18s

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #280 on: April 02, 2011, 06:29:39 pm »

I'm up to a point at which the interface is at least semi-functional.

I don't have any structures yet, nor an AI, but all in all it's pretty solid.

One thing though.  FRD isn't going to be like AI War, as ships will seek out any enemy, which doesn't work if I plan on having a single battlefield space (like classic RTS games).  So instead it's more of a "guard here" function.  Ships in FRD will seek out any target within 300 pixels of the designated location, rather than units within some distance of themselves.

It also seems like I can get a hundred units on the screen at one time with very small amounts of CPU time.  Which is a plus.  Means I have plenty of room to build the AI.

I'm curious as to the usability of the design screen, however.
Logged

Aklyon

  • Bay Watcher
  • Fate~
    • View Profile
Re: Proceedurally Generated RTS
« Reply #281 on: April 02, 2011, 07:00:37 pm »

If the build units screen is going to be the same or otherwise fullscreen-y, you might want to add a counter, since I clicked them each a bunch to try it and ended up with a lot of ships more than I thought I had.
Logged
Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Draco18s

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #282 on: April 02, 2011, 08:58:24 pm »

If the build units screen is going to be the same or otherwise fullscreen-y, you might want to add a counter, since I clicked them each a bunch to try it and ended up with a lot of ships more than I thought I had.

I'm going to have a build queue, so they're not built instantly, but I want to get the "mothership" in first, as that's where they'd be built from.  As well as a counter showing how many are in operation.  Both of these require doing a bunch of back end work (for instance, when a ship dies, knowing to decrement that counter).

Next step is getting the economic ships classed and spawned so that I can start working on those things.
Logged

Korbac

  • Bay Watcher
  • I'm very annoying, so tell me to STFU if need be
    • View Profile
Re: Proceedurally Generated RTS
« Reply #283 on: April 02, 2011, 10:03:06 pm »

Perhaps AP could just be a toggleable quality. Having AP on your weapon would either (depending on how you want to play it)

-Reduce the effective armor of the defending unit by half when calculated damage from the attacker's shot
-Deal half its damage regardless of armor, and deal half normally.

You could also have a "Super AP" ability, which costs a bomb but completely ignores armor. Would serve a niche role if the enemy loves stacking pile upon pile of armor on his ships.
Logged

bowdown2q

  • Bay Watcher
    • View Profile
Re: Proceedurally Generated RTS
« Reply #284 on: April 02, 2011, 10:29:11 pm »

If the build units screen is going to be the same or otherwise fullscreen-y, you might want to add a counter, since I clicked them each a bunch to try it and ended up with a lot of ships more than I thought I had.

I'm going to have a build queue, so they're not built instantly, but I want to get the "mothership" in first, as that's where they'd be built from.  As well as a counter showing how many are in operation.  Both of these require doing a bunch of back end work (for instance, when a ship dies, knowing to decrement that counter).

Next step is getting the economic ships classed and spawned so that I can start working on those things.

Waaaiiiiittt.... You just made a 2-D, procedurally generated version of Homeworld.

....SWEET
Pages: 1 ... 17 18 [19] 20 21 ... 31