I have been playing Dwarf Fortress a bit and think that this style game would be a great project for a BYOND single player game. I haven't tried this style of game and was looking for suggestions on some design issues:
Player management- I like the larger, open ended style more like Dwarf Fortress than Dungeon Keeper. Conceptually, I envision players save individual worlds. Each world has one expedition team. If the team gets wiped out or retires, the players may start a new one and embark to recover the old location or start anew somewhere else. Teams I don't really see any way that this would work multi-player, unless, maybe players who join cannot be in the same region. (Big world divided into many regions, each region is a playable area generated when entered and then saved).
World Generation- Again, I like the broad options, smaller focus idea. So, the world would generate a big map, say 100x100. Each tile would be a region (playable area) whose terrain is largely determined by the big map. So, a region marked mountain bordered to the north by other mountains, west by a water region, and south by forest would actually have all three features. Regions would probably be a fixed size (x,y) and variable depth (usually positive Z limited by elevation, negative z capped at a max depth, say 15 levels?) Additionally, each region generates rivers, lakes, and other local features. How, I am not sure... I am also not sure how to generate a believable big world map.
Interface- This one is vexing me greatly. Since the player will be managing an team and not be personally represented, I assume the best way to handle this is via some sort of not interactable, invisible mob. Clicking on stuff activates it and brings up their context menu. A minimap that you can click on to cover ground quickly ala many RTSs would be very neat- no idea how to do that and not really a priority.
Any thoughts or suggestions from anyone who has experimented making an RTS?
Nov 12 2007, 8:54 am