Comments on: RTS Game-play Part 3: Build Options http://www.oxeyegames.com/rts-game-play-part-3-build-options/ Creative Games Fri, 07 Aug 2020 18:25:49 +0200 http://wordpress.org/?v=2.8.4 hourly 1 By: rishi http://www.oxeyegames.com/rts-game-play-part-3-build-options/comment-page-1/#comment-170349 rishi Sun, 16 Sep 2012 08:07:59 +0000 http://www.oxeyegames.com/rts-game-play-part-3-build-options/#comment-170349 I play age of empires 2 at high level and I can relate everything that is stated here in my gameplay. cheers I play age of empires 2 at high level and I can relate everything that is stated here in my gameplay.
cheers

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By: JademusSreg http://www.oxeyegames.com/rts-game-play-part-3-build-options/comment-page-1/#comment-8470 JademusSreg Tue, 08 Sep 2009 05:00:09 +0000 http://www.oxeyegames.com/rts-game-play-part-3-build-options/#comment-8470 Part 2 of this series was more descriptive, while this article is mostly prescriptive. It is less useful because of these "design imperatives". Their correctness is not the issue, but rather their assertion does not illuminate anything mechanics. Admittedly, there are not many (if any) examples of well-executed alternatives. The next best thing would be to provide examples of both poorly-executed alternatives and failures of these staple mechanics. Also, this article generally lacks reference (although these mechanics aren't exactly unheard of). Part 2 of this series was more descriptive, while this article is mostly prescriptive. It is less useful because of these “design imperatives”. Their correctness is not the issue, but rather their assertion does not illuminate anything mechanics. Admittedly, there are not many (if any) examples of well-executed alternatives. The next best thing would be to provide examples of both poorly-executed alternatives and failures of these staple mechanics.

Also, this article generally lacks reference (although these mechanics aren’t exactly unheard of).

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By: this is good http://www.oxeyegames.com/rts-game-play-part-3-build-options/comment-page-1/#comment-5935 this is good Sat, 06 Jun 2009 22:49:37 +0000 http://www.oxeyegames.com/rts-game-play-part-3-build-options/#comment-5935 ok this is good but I need a rts engine to make a free games i love to make it and it is my pleasure but I have no experience I need a simple software to make it if you wont to help me help if dont thanx sorry for my bad eng langunage ok this is good but I need a rts engine to make a free games
i love to make it and it is my pleasure
but I have no experience I need a simple software to make it
if you wont to help me help if dont thanx
sorry for my bad eng langunage

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By: admin http://www.oxeyegames.com/rts-game-play-part-3-build-options/comment-page-1/#comment-1748 admin Tue, 09 Dec 2008 08:55:29 +0000 http://www.oxeyegames.com/rts-game-play-part-3-build-options/#comment-1748 Addendum: I'd like to point out that these articles are intended for the kind of RTS games that actually include resources and buildings. Games such as Total War and Ground Control are vastly different (more like real-time tactics than real-time strategy), so I'm not trying to cover these. /jeb Addendum:

I’d like to point out that these articles are intended for the kind of RTS games that actually include resources and buildings. Games such as Total War and Ground Control are vastly different (more like real-time tactics than real-time strategy), so I’m not trying to cover these.

/jeb

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By: admin http://www.oxeyegames.com/rts-game-play-part-3-build-options/comment-page-1/#comment-1736 admin Mon, 08 Dec 2008 09:09:11 +0000 http://www.oxeyegames.com/rts-game-play-part-3-build-options/#comment-1736 Yeah, you are right. If the tech tree is linear, the complexity could come from choices about *when* (and maybe "how much") you want progress in the tech tree. Kind of like Zerg vs Zerg in Starcraft. I know there are assumptions in my articles, but that's because I must make a point somewhere, or else the discussion would be watered down and meaningless. I know which RTS games I enjoy, which games I think have "problems" and which games I don't like, and I'm attempting to pin-point the source to this. But as you say... it's more interesting to "Oh that worked really well in that game, now I'm going to do the exact opposite and see how that plays" /jeb Yeah, you are right. If the tech tree is linear, the complexity could come from choices about *when* (and maybe “how much”) you want progress in the tech tree. Kind of like Zerg vs Zerg in Starcraft.

I know there are assumptions in my articles, but that’s because I must make a point somewhere, or else the discussion would be watered down and meaningless. I know which RTS games I enjoy, which games I think have “problems” and which games I don’t like, and I’m attempting to pin-point the source to this.

But as you say… it’s more interesting to “Oh that worked really well in that game, now I’m going to do the exact opposite and see how that plays”

/jeb

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By: brog http://www.oxeyegames.com/rts-game-play-part-3-build-options/comment-page-1/#comment-1731 brog Mon, 08 Dec 2008 00:15:26 +0000 http://www.oxeyegames.com/rts-game-play-part-3-build-options/#comment-1731 "Obviously you don’t want it to be completely linear" Wrong! The "tech tree" can be completely linear if there's somewhere else that interesting complexity comes from. In general, I'm finding these articles to have a few too many implicit assumptions about what RTS gameplay is like for my taste. But that's okay, most RTS games do fit a certain mould and it's perfectly sensible and interesting to write about it. I'm just more interested in exploring what's outside of that myself. (Incidentally, the thing I liked about Harvest was that it explored a bit outside of the standard RTS mould as well.) “Obviously you don’t want it to be completely linear”
Wrong! The “tech tree” can be completely linear if there’s somewhere else that interesting complexity comes from.

In general, I’m finding these articles to have a few too many implicit assumptions about what RTS gameplay is like for my taste. But that’s okay, most RTS games do fit a certain mould and it’s perfectly sensible and interesting to write about it. I’m just more interested in exploring what’s outside of that myself. (Incidentally, the thing I liked about Harvest was that it explored a bit outside of the standard RTS mould as well.)

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By: Urre http://www.oxeyegames.com/rts-game-play-part-3-build-options/comment-page-1/#comment-1636 Urre Sun, 23 Nov 2008 21:49:19 +0000 http://www.oxeyegames.com/rts-game-play-part-3-build-options/#comment-1636 Very interesting point there about the rock-paper-scissors build orders. This is why I personally believe entirely non-linear tech-trees are the best, or simply giving many (while weak) possibilities early on, (like Total Annihilation, or that new but less cool "spiritual successor") Very interesting point there about the rock-paper-scissors build orders. This is why I personally believe entirely non-linear tech-trees are the best, or simply giving many (while weak) possibilities early on, (like Total Annihilation, or that new but less cool “spiritual successor”)

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