Comments on: RTS Game-play Part 2: Resource Systems http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/ Creative Games Fri, 07 Aug 2020 18:25:49 +0200 http://wordpress.org/?v=2.8.4 hourly 1 By: Isogash http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-1829823 Isogash Thu, 29 Jun 2017 16:42:51 +0000 http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-1829823 There *is* an example of discrete payment with only one resource: Command and Conquer Generals (EA, 2003). There *is* an example of discrete payment with only one resource: Command and Conquer Generals (EA, 2003).

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By: Random thoughts on resource management in RTS | The Wayward Strategist http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-1395551 Random thoughts on resource management in RTS | The Wayward Strategist Thu, 18 Dec 2014 10:34:32 +0000 http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-1395551 [...] 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 [...] [...] 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 [...]

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By: Doc http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-246355 Doc Fri, 04 Jan 2013 16:22:07 +0000 http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-246355 Another interesting exception is Blood & Magic: "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." (copy from Wikipedia) Another interesting exception is Blood & Magic:
“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.”
(copy from Wikipedia)

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By: Tim Zook http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-66516 Tim Zook Fri, 14 Oct 2011 02:08:49 +0000 http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-66516 What happened to the "Analyzing Supreme Commander" mentioned in the article? What happened to the “Analyzing Supreme Commander” mentioned in the article?

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By: typedef struct http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-43536 typedef struct Wed, 11 May 2011 17:12:01 +0000 http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-43536 Interesting, I'd never really thought about the implications continuous vs discrete spending. I don't completely agree with the "active vs passive" distinction. "Active" 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: "do I stay here where it'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." Also, a note of Empire Earth's 10 resource types. You mention that they aren'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'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't worth it in this case). Destructible rocks in Starcraft 2 are another example of making the map more dynamic. Interesting, I’d never really thought about the implications continuous vs discrete spending.

I don’t completely agree with the “active vs passive” distinction. “Active” 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: “do I stay here where it’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.”

Also, a note of Empire Earth’s 10 resource types. You mention that they aren’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’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’t worth it in this case). Destructible rocks in Starcraft 2 are another example of making the map more dynamic.

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By: Comrade Da http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-13876 Comrade Da Thu, 15 Apr 2010 03:09:28 +0000 http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-13876 I'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&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't spend it. An example of a cumulative resource is money from C&C Red Alert 2. An example of a non-cumulative resource is any population cap, or power from the C&C series of games. Erm... My 2 cents. I’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&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’t spend it. An example of a cumulative resource is money from C&C Red Alert 2. An example of a non-cumulative resource is any population cap, or power from the C&C series of games.

Erm… My 2 cents.

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By: Marco Afonso http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-11564 Marco Afonso Thu, 18 Feb 2010 23:09:17 +0000 http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-11564 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 & destroy, destroy enemy factories, capture enemy factories, etc... (AI?!?) BTW, i'm developing a web-based RTS. If you want to share any ideas contact me at taviroquai@gmail.com 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 & destroy, destroy enemy factories, capture enemy factories, etc… (AI?!?)

BTW, i’m developing a web-based RTS. If you want to share any ideas contact me at taviroquai@gmail.com

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By: Damocles http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-9031 Damocles Wed, 07 Oct 2009 15:55:01 +0000 http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-9031 Dune 2 actually has 2 ressources, the spice, but also the electricity as a static, expandable ressource. This is comparable to "supply depots" etc in Starcraft. The player must decide how much to invest into each ressource. Dune 2 actually has 2 ressources, the spice, but also
the electricity as a static, expandable ressource.
This is comparable to “supply depots” etc in Starcraft.

The player must decide how much to invest into each ressource.

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By: JademusSreg http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-8468 JademusSreg Tue, 08 Sep 2009 04:14:24 +0000 http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-8468 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 "saltpeter". 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 “saltpeter”.

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By: admin http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/comment-page-1/#comment-1785 admin Sat, 13 Dec 2008 09:33:42 +0000 http://www.oxeyegames.com/rts-game-play-part-2-resource-systems/#comment-1785 Very good points! I haven't played Rise of Nation, but been hearing a lot about it lately (maybe because of this series, hehe). I'll check it out when I come back from Japan. :) About the Vespene Gas thing... I haven't played the SC2 alpha, but I've been reading that the vespene geysers "shuts down" when you've collected 300 gas. They turn on again after a certain delay, but the whole thing is just silly! /jeb Very good points! I haven’t played Rise of Nation, but been hearing a lot about it lately (maybe because of this series, hehe). I’ll check it out when I come back from Japan. :)

About the Vespene Gas thing… I haven’t played the SC2 alpha, but I’ve been reading that the vespene geysers “shuts down” when you’ve collected 300 gas. They turn on again after a certain delay, but the whole thing is just silly!

/jeb

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