[rant]So, recently I’ve become more and more dissatisfied with the RTS genre. I love the concept, but with 3D graphics developers should be doing a lot more than just single-planed combat.[/rant]
The Concept:
A fully 3D RTS game (by fully 3D I mean actions and strategy, not just graphics) with a fairly significant difficulty level and decent learning curve.
The Execution Plan:
Fully Complete, Basically Complete, Started, Planned
-Fighters, organized into squadrons directed from larger cruisers
-Missiles and other heavy weaponry (railguns, nuclear, etc)
-Ships (all sizes) have subsystems that need to be managed, increasing in complexity with increasing ship size-Fighters don’t need to be managed, but cruisers and other large vessels do
-subsystems include crew (survival, E.G. food; payment (campaign only); need enough to control ship), life support, cargo, engine power, weapon systems, etc…
-Planet management (including resource production and shipping to produce more ships; probably campaign-exclusive but longer skirmishes can have some of this)
-Multiplayer: Co-op campaign, head-to-head “skirmishes” (short, easy to set up battles)-iOS/Android devices providing control assistance through multiplayer system
-Large ship library (ranging from fighters to behemoths multiple kilometers in length) with customization to improve capabilities
-Possibly planet-based combat, but it needs to be good
-Looooong campaign (24 hours of gameplay would be incredible!)-Save/load system to make it possible to complete it without sitting down for days
Screenshots:
(Images are actually close to 1600*900 pixels, so open in a new tab to see them in all their glory)
A small fighter squadron heading to attack stuff (December 27, 2013)
Fighters providing flank support to a small frigate (January 5, 2014)
Some actual combat- two missile-equipped frigates and two six-fighter squadrons attacking two 5-fighter pseudo-squadrons (by pseudo-squadron I mean that they aren’t set up as squadrons) (January 6, 2014)
A graphic I made ages ago showing off the relative sizes of my different ship classifications. (September 25, 2012)
Playable Version?
I’ll work on getting a playable build up on here this week, but school is starting again and between that, a job, and my robotics program I won’t have much time to work on that.
About Me and SoF:
I’m just a casual programmer, and this is my first REAL project with Unity. I’ve messed around with it for several years and tried to make this starting more than a year ago, but that code wasn’t close to what I want. My current code isn’t quite there yet, but it’s a lot closer and I’ve made a lot more progress in a couple weeks than I did when I was previously working on this.Every script short of the camera manager is of my own writing in C#, and even the camera’s script has edits that I made.
For art, one of my friends who can actually model on a decent level is working on some concepts we developed at the end of 2012. He hasn’t gotten any models ready just yet, but he’s pretty darn good. I’ll get some of the concepts scanned and posted in this thread as soon as I get the chance.
Other Info:
Not much else to say, but be sure to let me know what you think! I want lots of feedback so that I can make this as fun as possible. Even though it’s just concepts right now, I’ll consider whatever you throw at me.