Posts Tagged ‘#7DRTS’

Huh? I’m done?!

Posted by (twitter: @rubna_)
Friday, July 26th, 2013 10:33 am

I think I’m actually done…

I got everything in my bomberman RTS game I wanted to get in. So I’m… finished? But this can’t be! How could I actually “finish” a Ludum Dare game?

I think I’m going to think on this for a while…


In the meantime, enjoy a screenshot!

bomberman RTS screenshot















Isn’t she a beauty? <3

Way behind

Posted by (twitter: @DMTSource)
Friday, July 26th, 2013 9:28 am

Not too happy about loosing a day to sorting out third party models and animations. That said there is more of a level + characters now. However Im still WAY behind on implementing the rest of the AI and combat. That comes today.

The game seems to have a direction now, mechanics aside. You will control and build a small army to defend your city from being torn to bits(going to use a simple destruction script to tear the meshes appart into chunky explosions, lots of scripts like these online).

“City Fall”, as I call the prototype,  will be my version of the Kobayashi Maru. I am interested to see what, if anything, can be saved.

Still very little working here in the demo, hoping to really get at it today!


Streaming day 4 of the Zelda RTS

Posted by (twitter: @davidscolgan)
Thursday, July 25th, 2013 10:10 am

Live right now on for your viewing pleasure.

Even closer now

Posted by (twitter: @DMTSource)
Thursday, July 25th, 2013 2:12 am

Busy day improving the selection system, new features include:

  • Selection system working much better, tons of bugs fixed and tons to go!
  • Prevent selecting when occluded(like though terrain or other objects when drag-selecting multiple units). Really happy about this feature.
  • HP bars that would function if the enemies weren’t so lazy.
  • GUI though only the mini map is functioning.

Tomorrow I hope to fix the camera controls, AI auto attack, and finish the GUI. I am excited to be near done with these mechanics so I can start to really design a  game around them.

As always the web demo can be found here.


W,A,S,D – Move | Ctrl – toggle select all units | Space – change view angle
Mouse Left Button – Select units (click, drag, shift click) (sorry not shift + drag)
Mouse right click – set target for selected unit | Mouse middle button – change view angle | mouse scrool – change view height

Updated view of my RTS

Updated view of my RTS

Getting there

Posted by (twitter: @DMTSource)
Wednesday, July 24th, 2013 3:40 am

Second week learning Unity3D and I figured I would join the competition to get over the learning curve. This is my first Ludum Dare & first game jam. Really enjoying the challenges of trying to make a RTS game.

Features so far(All terrible and in progress):

Selection (Single, Shift Click, Drag & Select)
Camera (WASD,  space or middle mouse button + mouse , mouse wheel)
Unit Navigation (pathfinding & collisions)
MiniMap (Not much of one…)

Check out the web demo Here.

Super basic mechanics of my rts

basic mechanics of my rts

I think I made today a lot more painful than it needed to be.

        -I made the first ranged weapon along with the bullet it fires
gun_1 - Copy
                                           bullet - Copy
        -I half finished the first map’s theme
        -I did a lot of attempted and failed animation stuff in CS6

(Sorry for it being a day late.)

Lets pretend this is opposite land, screw the introductions and jump straight in!

So, we are making an RTS inspired by the Worms games of old. That should give you a vague idea of where we are going with this, and the best part is that statement holds more depth than you might expect.

Time to hammer this concept home!

  • Side-view Camera: Yup! This RTS will be using a side view camera, it was inspired by Worms after all.
  • Guns!: Yes, we will have those. Code are focusing on the Rocket Launcher first, so if it works then drinks all around! (Then get back to work!)
  • Real Time Combat: ‘But.. but Worms is a Turn Based Game!’ Yes I know! The challenge is to make a Real Time Strategy though, so that’s what it’s going to be!
    Players can select a Troop to aim their shot individually, or select a bunch and have them mimic each-others aim. Once a Troop fires a shot, they will have a reload time (varies depending on weapon), once the reload completes they will fire again. So, the player will have to micro manage their Troops position, where they are aiming, and the power of their shot. So it’s going to be a Super Hectic Real Time Combat Worms Styley Strategy Game. A SHRTCWSSG if you will.
  •  Multiplayer: Hopefully by the end of the week it will be networked, so you and a friend can battle it out over the interwebs!
  • Art Style: Big Guns! Big Troops! Big Explosions! Unfiltered, Uncensored 80’s Action Movie inspired goodness!

Day 1 Progress

We have a basic game-play prototype with moving, aiming, firing, and path-finding. The image below the selection and moving of blocks around a thing! SHIP IT!


Art has made great progress, you can see the current state of a level below. Day 2 will be spent populating this with loads of little details to make it feel more like a ruined city that still semi-functions.


So that’s the Day 1 post!  Things are going well, so tune in next time to see everything go horribly wrong.

Seven Screenshots: Day 1

Posted by (twitter: @McFunkypants)
Monday, July 22nd, 2013 3:24 pm

The  #7DRTS  (Seven Day Real Time Strategy) Game Jam at +Ludum Dare has begun!  (

I’m taking part and hope to post one screenshot per day for the next seven days – from concept to mockup to beta to release. I hope to make a simple puzzle/boardgame style RTS that features lots of castle and road building.

My initial idea: think reversi (othello, gomoku) plus civ/simcity/carcassionne.

Played on a top-view fantasy overworld map. The strategic focus is on the road network (or train tracks). Any time you capture a city and own both the first and last city in a network, you claim the entire trade route. Just like in reversi, you can suddenly flip the team of a long row or column of cities if you capture the “ends” of the chain.

Wish me luck!


Hello everyone, Sebastian here.

Day 0 was a day of immense preparation for our debut in #7DRTS, as we had many things to get ready for the challenge that will be not *entirely* failing at this. I think we did well…? At least, we managed to not break anything so far.

To reiterate for the fifty-thousanth time, the game we are making will be called Defence Paradigm. Basically the concept is a MOBA/ARTS- with potential macro elements and controllable units other than the main hero.

What I did on Day 0 [7/21]-

-I tried and managed to actually succeed at making the stream work with semi-decent quality

-We (me and Xeon over at created the GDD

– I set up all the VSTs that I’ll be using to make the music and sound

– I made my already ghetto setup more ghetto by trying to make the second monitor for streaming not be crunched into the wall

-I designed the HUD concept




Go to my stream at for my side of the development

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