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	<title>Comments on: RTS Game-play Part 2: Resource Systems</title>
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	<link>http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/</link>
	<description>Creative Games</description>
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		<title>By: Isogash</title>
		<link>http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-1829823</link>
		<dc:creator>Isogash</dc:creator>
		<pubDate>Thu, 29 Jun 2017 16:42:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-1829823</guid>
		<description>There *is* an example of discrete payment with only one resource: Command and Conquer Generals (EA, 2003).</description>
		<content:encoded><![CDATA[<p>There *is* an example of discrete payment with only one resource: Command and Conquer Generals (EA, 2003).</p>
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		<title>By: Random thoughts on resource management in RTS &#124; The Wayward Strategist</title>
		<link>http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-1395551</link>
		<dc:creator>Random thoughts on resource management in RTS &#124; The Wayward Strategist</dc:creator>
		<pubDate>Thu, 18 Dec 2014 10:34:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-1395551</guid>
		<description>[...] good people of twitter (especially the estimable @apgamesdev, have linked me to some articles like this one or this one that cover the topic in alternate and perhaps better ways. Feel free to correct me at [...]</description>
		<content:encoded><![CDATA[<p>[...] good people of twitter (especially the estimable @apgamesdev, have linked me to some articles like this one or this one that cover the topic in alternate and perhaps better ways. Feel free to correct me at [...]</p>
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		<title>By: Doc</title>
		<link>http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-246355</link>
		<dc:creator>Doc</dc:creator>
		<pubDate>Fri, 04 Jan 2013 16:22:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-246355</guid>
		<description>Another interesting exception is Blood &amp; Magic:
&quot;The basic units of the game are the basal golems, which are created at the Bloodforge. They provide mana for the production of new units and can be turned into buildings or monsters. When four are placed on a foundation, they may transform into a mystical site dedicated to the kind of magic the player’s choosing. Placing a basal golem adjacent to a friendly mystical site will allow them to change into a different creature, based on the type of mystical site. The player automatically is only able to use the weakest transformation, and can unlock more by researching. Researching costs experience, which is gained by creating or transforming basal golems, creating or destroying structures, casting spells and slaying enemies.&quot;
(copy from Wikipedia)</description>
		<content:encoded><![CDATA[<p>Another interesting exception is Blood &amp; Magic:<br />
&#8220;The basic units of the game are the basal golems, which are created at the Bloodforge. They provide mana for the production of new units and can be turned into buildings or monsters. When four are placed on a foundation, they may transform into a mystical site dedicated to the kind of magic the player’s choosing. Placing a basal golem adjacent to a friendly mystical site will allow them to change into a different creature, based on the type of mystical site. The player automatically is only able to use the weakest transformation, and can unlock more by researching. Researching costs experience, which is gained by creating or transforming basal golems, creating or destroying structures, casting spells and slaying enemies.&#8221;<br />
(copy from Wikipedia)</p>
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		<title>By: Tim Zook</title>
		<link>http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-66516</link>
		<dc:creator>Tim Zook</dc:creator>
		<pubDate>Fri, 14 Oct 2011 02:08:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-66516</guid>
		<description>What happened to the &quot;Analyzing Supreme Commander&quot; mentioned in the article?</description>
		<content:encoded><![CDATA[<p>What happened to the &#8220;Analyzing Supreme Commander&#8221; mentioned in the article?</p>
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		<title>By: typedef struct</title>
		<link>http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-43536</link>
		<dc:creator>typedef struct</dc:creator>
		<pubDate>Wed, 11 May 2011 17:12:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-43536</guid>
		<description>Interesting, I&#039;d never really thought about the implications continuous vs discrete spending.

I don&#039;t completely agree with the &quot;active vs passive&quot; distinction. &quot;Active&quot; resources are not purely based on the number of harvesters, but also harvester efficiency. As you add more harvesters to a location, each becomes less efficient. This (in addition to resources running out) does force you to expand to other areas. It adds the strategic decision: &quot;do I stay here where it&#039;s safe and try to build up enough to defeat my opponent, or do I risk defeat to expand quickly to get more efficiency from my harvesters, and thus more resources.&quot;

Also, a note of Empire Earth&#039;s 10 resource types. You mention that they aren&#039;t all available at the same time, but then dismiss them for not adding strategy. They in fact do, by making the map more dynamic. The areas you want to defend early on (say, gold mines) aren&#039;t the same areas you need to control later (eg oil). So, the map changes throughout the game, and you need to adjust your strategy in turn. (I still agree that the added complexity isn&#039;t worth it in this case). Destructible rocks in Starcraft 2 are another example of making the map more dynamic.</description>
		<content:encoded><![CDATA[<p>Interesting, I&#8217;d never really thought about the implications continuous vs discrete spending.</p>
<p>I don&#8217;t completely agree with the &#8220;active vs passive&#8221; distinction. &#8220;Active&#8221; resources are not purely based on the number of harvesters, but also harvester efficiency. As you add more harvesters to a location, each becomes less efficient. This (in addition to resources running out) does force you to expand to other areas. It adds the strategic decision: &#8220;do I stay here where it&#8217;s safe and try to build up enough to defeat my opponent, or do I risk defeat to expand quickly to get more efficiency from my harvesters, and thus more resources.&#8221;</p>
<p>Also, a note of Empire Earth&#8217;s 10 resource types. You mention that they aren&#8217;t all available at the same time, but then dismiss them for not adding strategy. They in fact do, by making the map more dynamic. The areas you want to defend early on (say, gold mines) aren&#8217;t the same areas you need to control later (eg oil). So, the map changes throughout the game, and you need to adjust your strategy in turn. (I still agree that the added complexity isn&#8217;t worth it in this case). Destructible rocks in Starcraft 2 are another example of making the map more dynamic.</p>
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		<title>By: Comrade Da</title>
		<link>http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-13876</link>
		<dc:creator>Comrade Da</dc:creator>
		<pubDate>Thu, 15 Apr 2010 03:09:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-13876</guid>
		<description>I&#039;d probably define resources differently:

Resources are divided up by how they fit into three categories:
Destructive/non-destructive: A destructive resource damages terrain when it is collected. Destructive resources are limited by the amount of the resource can fit on the map. An example of a destructive resource is wood from Age of Empires, or Tiberium from C&amp;C. An example of a non-destructive resource is ammo from Company of Heroes.
Cumulative/non-cumulative: A cumulative resource is a resource which you get more of if you don&#039;t spend it. An example of a cumulative resource is money from C&amp;C Red Alert 2. An example of a non-cumulative resource is any population cap, or power from the C&amp;C series of games.

Erm... My 2 cents.</description>
		<content:encoded><![CDATA[<p>I&#8217;d probably define resources differently:</p>
<p>Resources are divided up by how they fit into three categories:<br />
Destructive/non-destructive: A destructive resource damages terrain when it is collected. Destructive resources are limited by the amount of the resource can fit on the map. An example of a destructive resource is wood from Age of Empires, or Tiberium from C&amp;C. An example of a non-destructive resource is ammo from Company of Heroes.<br />
Cumulative/non-cumulative: A cumulative resource is a resource which you get more of if you don&#8217;t spend it. An example of a cumulative resource is money from C&amp;C Red Alert 2. An example of a non-cumulative resource is any population cap, or power from the C&amp;C series of games.</p>
<p>Erm&#8230; My 2 cents.</p>
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		<title>By: Marco Afonso</title>
		<link>http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-11564</link>
		<dc:creator>Marco Afonso</dc:creator>
		<pubDate>Thu, 18 Feb 2010 23:09:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-11564</guid>
		<description>Hi,

This blog is like a big meal for my starving and thirsty RTS game theory :)

I almost cry by remembering, not Dune 2, but Nether Earth: this was the real first RTS game in computer history.

Have a look at it 
http://www.youtube.com/watch?v=OjQXAeB6zpU
http://en.wikipedia.org/wiki/Nether_Earth

My favorite unique features of this game was:
1. capture factories to increase resources
2. factories could be destroyed (resource sources can be destroyed)
3. give orders robots: search &amp; destroy, destroy enemy factories, capture enemy factories, etc... (AI?!?)

BTW, i&#039;m developing a web-based RTS. If you want to share any ideas contact me at taviroquai@gmail.com</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>This blog is like a big meal for my starving and thirsty RTS game theory <img src='http://www.oxeyegames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I almost cry by remembering, not Dune 2, but Nether Earth: this was the real first RTS game in computer history.</p>
<p>Have a look at it<br />
<a href="http://www.youtube.com/watch?v=OjQXAeB6zpU" rel="nofollow">http://www.youtube.com/watch?v=OjQXAeB6zpU</a><br />
<a href="http://en.wikipedia.org/wiki/Nether_Earth" rel="nofollow">http://en.wikipedia.org/wiki/Nether_Earth</a></p>
<p>My favorite unique features of this game was:<br />
1. capture factories to increase resources<br />
2. factories could be destroyed (resource sources can be destroyed)<br />
3. give orders robots: search &amp; destroy, destroy enemy factories, capture enemy factories, etc&#8230; (AI?!?)</p>
<p>BTW, i&#8217;m developing a web-based RTS. If you want to share any ideas contact me at <a href="mailto:taviroquai@gmail.com">taviroquai@gmail.com</a></p>
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		<title>By: Damocles</title>
		<link>http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-9031</link>
		<dc:creator>Damocles</dc:creator>
		<pubDate>Wed, 07 Oct 2009 15:55:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-9031</guid>
		<description>Dune 2 actually has 2 ressources, the spice, but also
the electricity as a static, expandable ressource.
This is comparable to &quot;supply depots&quot; etc in Starcraft.

The player must decide how much to invest into each ressource.</description>
		<content:encoded><![CDATA[<p>Dune 2 actually has 2 ressources, the spice, but also<br />
the electricity as a static, expandable ressource.<br />
This is comparable to &#8220;supply depots&#8221; etc in Starcraft.</p>
<p>The player must decide how much to invest into each ressource.</p>
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		<title>By: JademusSreg</title>
		<link>http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-8468</link>
		<dc:creator>JademusSreg</dc:creator>
		<pubDate>Tue, 08 Sep 2009 04:14:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-8468</guid>
		<description>I would like to see this article expanded; it flirts with but does not confront the fundamental resource in Real Time Strategy: time.

Also, you misspelled &quot;saltpeter&quot;.</description>
		<content:encoded><![CDATA[<p>I would like to see this article expanded; it flirts with but does not confront the fundamental resource in Real Time Strategy: time.</p>
<p>Also, you misspelled &#8220;saltpeter&#8221;.</p>
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		<title>By: admin</title>
		<link>http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-1785</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Sat, 13 Dec 2008 09:33:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-1785</guid>
		<description>Very good points! I haven&#039;t played Rise of Nation, but been hearing a lot about it lately (maybe because of this series, hehe). I&#039;ll check it out when I come back from Japan. :)

About the Vespene Gas thing... I haven&#039;t played the SC2 alpha, but I&#039;ve been reading that the vespene geysers &quot;shuts down&quot; when you&#039;ve collected 300 gas. They turn on again after a certain delay, but the whole thing is just silly!

/jeb</description>
		<content:encoded><![CDATA[<p>Very good points! I haven&#8217;t played Rise of Nation, but been hearing a lot about it lately (maybe because of this series, hehe). I&#8217;ll check it out when I come back from Japan. <img src='http://www.oxeyegames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>About the Vespene Gas thing&#8230; I haven&#8217;t played the SC2 alpha, but I&#8217;ve been reading that the vespene geysers &#8220;shuts down&#8221; when you&#8217;ve collected 300 gas. They turn on again after a certain delay, but the whole thing is just silly!</p>
<p>/jeb</p>
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