Torque 2D/GenreTutorials/StrategyOverview
From TDN
| | This article or section needs updating. Parts of this article or section have been identified as out of date. Reason: This tutorial was written for a previous version of TGB and certain steps of may no longer work or are done differently in the current version of TGB. As such it is not recommended for beginner TGB users. For a list of current tutorials, please click here. If you are able to revise this information, please do so and remove this 'update' flag when finished. |
[edit] Overview, Planning, and Design[edit] IntroductionReal Time Strategy (RTS) An RTS game is fairly self-explanatory, it's a real-time strategy. The premise of RTS games are usually based around combat and/or conquest that is acheived by giving orders to one or more units. RTS games are generally in either a top-down view or a simulated isometric view (at an angle). Often the game is completely run by the use of the mouse, the keyboard usually reserved almost exclusively for shortcuts, formations, quick commands and menus. This tutorial set will step you through creating an RTS game in Torque Game Builder. As you have probably already figured out, there is quite a bit to even the simplest RTS game. Keeping the potential complexity in mind, we will only be going over the basics in creating a fairly trimmed down RTS game. Further tutorials will explain how to accomplish some of the more advanced operations done in an RTS. |
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[edit] Overview[edit] What will we go over?The following will be covered in this tutorial set:
[edit] What will we have when finished?Our goal will be to have the following:
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[edit] Planning and Design[edit] Scaling down our game concept to a quick and dirty Game Design:At first glance this process may seem unneeded, though often it is essential to evaluate this (especially in developing something like we are going to, a quick and dirty Torque Game Builder RTS game). Real Time Strategy games can get quite complex and demanding, many require large ammounts of data utilization as well as a large ammount of "entities" on screen being controlled and manuevered. Due to this level of complexity we are going to scale this approach down quite a bit. Right now we just want to get the very basics into the game to learn the process and implementation of such a game genre. From there we can build a fully complex RTS game down the road. In this case I'm going to limit what aspects this RTS game can have... to accomplish this I'm going to list the major gameplay aspects that we will develop and accomplish by the end of this tutorial set (in no particular order).
[edit] Creating our Task List:We have a basic plan and design (nothing fancy needed for what we're doing, just best not to go in blind) so now lets create a task list. From what we have in the overview and planning sections we already have most of our tasks though this list is a bit different than what we've already listed. In this case I've already given you somewhat of a task list since this tutorial set is designed around that, though normally you will have to work this up from a basic planning and design standpoint. The difference of what we are about to create and what we've already listed is that the task list is a much more technical list. Each step in this list is not an idea in our process or an accomplishment we want to set as a goal, rather its a step that we need to get done. I find this helps me immensely, though we all have our own preferences. With this list we will have a basic breakdown of what we need to get done... for example the world tile map, player movement, combat, etc. The biggest value I gain from this is when I finish something and then am thinking about what next to do, now if we don't have a task list we have to re-visualize the entire (or most) of our project/game and then figure out what the next step is. With a task list we can simply check something off and move on to the next step. Now this isn't meant as a list to be followed with no exception, quite the opposite in fact, its simply there to be a quick and easy reference of what we need to get done so we don't have to re-figure the whole game each step. So here is our task list, in this case its the same as this tutorial set outline :)
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