Posts Tagged ‘RTS’

Vikoz post mortem

Posted by
Tuesday, April 19th, 2016 2:20 am

So, here goes my first Ludum Dare entry post mortem. I went for jam since the start, and to be fair I’m proud on myself finishing something in the given time scale. How it all began? I’ve waited off for theme announcement (which was 3AM here in Europe), and as I was quite tired after the work I went straight to bed right after. So, Saturday morning (technically almost 12AM), I’ve started coding up very first version of the game, coding movement, selection of minions, building selection and UI. The whole game core was created during the Saturday.

Sunday was a bit slower for me, I worked mainly on art – creating up buildings and units, and as I’m not really an artist, it took me huge amount of time – I’ve just spent evening on the menu. Monday, the first work-day of the week. I spent most of it in work unrelated to any game development, but in the end I’ve put up the ‘High Score’ logic and attached music and sounds to whole game.

In the end, well you can check out some gameplay video at: YouTube. Although you might as well prefer to Try It yourself.

For me, it is definitely a success. I wanted to participate in Ludum Dare few times already, yet I’ve never had enough courage to do so. And here we are, I have finished something – there were quite awesome ideas during the streaming on Twitch and talk on TeamSpeak (where I have a point for next time – do that in open community, not closed one -> more people can watch it & talk during it!) which could improve the actual gameplay, most of them didn’t make it through due to time scale.

Anyways for me it is time to give some attention to my girlfriend, as I’ve put her aside for the weekend!

Thanks everyone for support, participation and playing games!

Day 2 starts now (for us)

Posted by
Sunday, August 23rd, 2015 4:05 am

We are back and we brought some progress! Doom, Death & Destruction Tycoon now has a city that produces villagers.

Still so peaceful...

Still so peaceful…

Day 1 Recap

After a couple of hours for figuring out what to do and how the systems of our game will (probably) work we started making things! Yesterday’s progress included a working simulation for our villagers on the programming side and the sprites for the village and forest. We have yet to put the sprites into the game but our villagers are aleady pretty sophisticated! They decide what resource to get, and if the village has enough food it will produce more villagers to get even more resources. So entertaining to watch!

brain gun post-mortem

Posted by
Monday, April 20th, 2015 5:32 pm

i think it is about time to write the post-mortem for my game “braingun” . so first things first :

idea :

i woke up at 6:00 am which was around 3 hours after the jam started here in Egypt . i was very glad this theme was chosen because there were  a lot of interesting ideas that can be done with it . and in about an hour i managed to think of about 5-6 ideas . the last one was about giving the main character an unconventional weapon .. his brain only  .. so he can’t carry weapons or hurt others .. although he can persuade them to follow him using his brain .

i felt like that could lead to some interesting mechanics beside i have always wanted to made that sort of real-time strategy games .. so i choose it .

what went right :

1- the tools :

i have had some hard-were problems with my laptop for a while .. so my laptop can suddenly shutdown for no reason and i had no time to fix it before the jam because i was busy with college .. so i didn’t think it will be smart to use windows because windows takes more time to restart and it breaks down more frequently than Linux .. but all my gamedev life was on windows . and i was thinking of using Flixel or Unity for this jam . but since i couldn’t help it i decided i am going Haxeflixel on Linux with sublime-text  .. and it was “Awesome” . it felt much more fun to compile and debug using terminal and i didn’t waste anytime to get used to the tools . also i used gimp for graphics and Bfxr for sound effects and they did the job perfectly . which encourages me to enter more Jams using Linux 😀 .

2- the graphics : in all my jams i used to use some colored boxes for sprites at first and then draw the necessary art later . but this time i decided to switch and start with graphics at first . and i believe i made the right choice . since i used to do a lot of complex actions that requires more complex animation to be made . but since my mind usually is so focused on the engine .. i always produce some low quality art  that ruins the game experience . another thing is because i used such a basic art style it gave more chance to focus my effort on the game play .

what went wrong :

1- the idea :

although i am still happy with the idea .. i still believe it was a little too ambitious . i wanted to add a lot of stuff that could have made the game way more fun . but i couldn’t to time limitation .

2- the AI :

games of this genre usually feature a lot of complex AI transitions and states and an Finite state machine is usually defined at first to control how the entity should act on the game . but for this game .. the problem was i had no idea what the final AI should be like . i had a basic concept which was that the player should be able to control his followers but i had no idea how ?!! . so i would just add a state or an action after the other and then go back to add transitions using if statements between them .  which cause me a lot of headache because the code structure was getting more complex every time i add anything . and it made it much harder to catch and fix bugs .


Conclusion :

so maybe the end game was less than what i aimed for , but i am still proud of myself that i finished it and that i worked > 30 hour in only 48 hours 😀 .

and with that my friends i declare this as my 4th finished LDJam game and my 8th finished Jam 😀 .

see you in other jams 😀 😀 .


Trench War – It’s actually done!

Posted by (twitter: @rjhelms)
Monday, December 8th, 2014 7:53 pm

I did it! Just barely, but I did it!

Trench War is my second Ludum Dare entry – a World War 1-inspired real time strategy game. The goal of the game is to build up your trench to hold off enemy fire, until you’ve got enough troops to stage on assault on their line. Once soldiers go over, they never come back and tend not to live long. Once 8 are alive and over the top at once, you win.

This was a far more ambitious project than my last entry – the code base is about three times the size, and the impact on my sanity was about three times the size as well. Check it out here.

Trench War by rjhelms

Now, gonna get away from this computer for a bit, then check out a few other games – then some much needed whole lot of sleep.

Clutch the Crown GIF!

Posted by (twitter: @jacobpeltola)
Sunday, December 7th, 2014 8:02 pm

So I made a sort of defend and attack sort of game because I interpreted the theme as such, couldn’t get sound in but this is the most art I’ve done for a game before so that’s new.

here’s my entry page if you wish to play, it’s 1-2 players.

Space game!

Posted by (twitter: @AleksandarDev)
Saturday, December 14th, 2013 8:59 pm

It’s a space RTS


And my workspace



City Fall – DMT – 7dRTS

Posted by (twitter: @DMTSource)
Monday, July 29th, 2013 9:27 am

The city is under attack! Set out to save as many building as you can in this manic mess of a RTS. Check out the entry here and play it online!

Early this morning I submitted City Fall. It is really not where I would like it to be but after Unity deleted the game scene, I figured it was a good time to call it instead of going back to the backups. I will continue to work on a smoother, optimized version of my game this week.

This was my first Ludum Dare, first game jam, and my second week learning Unity3D. I thought RTS would be too complicated a game so I am happy that I was able to just submit.

I worked on this alone and used allot of third party resources, please see the credits below the web player.
The game was created over 7 days using Unity3d, Fireworks, Blender, Javascript, C#, and many great third party assets.

The game features basic RTS mechanics:

  • Target selection(Units, multiple units, enemy, building). Occluded/non occluded object selection availible.
  • Roaming AI with prioritized targeting(Path finding & collision are slow in the current version sorry)
  • Active and passive attacking of enemies.
  • Destructible building.
  • A handful sound effects and some ambient music.
  • Basic UI, selection, mini map, and HP bar GUI.

City Fall – DMT – 7dRTS

Jumpstarter, Day 7 – Finished

Posted by (twitter: @GarrickWinter)
Sunday, July 28th, 2013 9:20 pm

So here it is, then – Day 7 of the 44th Mini Ludum Dare.  As this is a 7 Day RTS compo, that makes this the final day – and about time, too, since I really need a break.  I am, therefore, done – here is my first LD submission.

My game, Jumpstarter, is nominally about taking the reigns of a rebellion against an Empire, using crowdfunding (tied to public approval rating) and trade route raiding as a main source of income.  In point of fact, the theme is rather thin; most of my work was concentrating on coding a working RTS, and in that respect, I think it’s a moderate success.

There are several issues remaining – not as many selection modes as I’d like; a bug that crashes the game if you exit to the main menu and try to start it again from there; homing missiles are a little wonky; and the balance of the enemy AI is iffy at best, swinging between hilariously incompetent and ruthlessly efficient.  I played against the AI’s current design and won a few times, but I am generally terrible at RTS games (despite them being a favorite genre), so I upped the difficulty a little bit above my level before uploading it, and I can’t consistently beat it as it currently stands.  Also, ship costs are mostly arbitrary, and are probably not properly balanced.

The game uses fairly standard RTS controls.  You drag-left-click to select all units within a box, or single-left-click to select one unit.  Mouse wheel zooms in and out, WASD pans the camera around..  Right-clicking issues orders, either to move, attack or invade.

There are three ship types and three station types in the game; the main difference is that ships are mobile and stations are locked to their parent planet.  The ships are (in the same order as the build menu)

  • The Cruiser, a powerful but expensive ship;
  • The Interceptor, a fast and cheaper ship;
  • The Dropship, a weak ship that is capable of conquering planets;
  • The Shipyard, which is required to build ships;
  • The Repair station, which repairs nearby ships and stations fairly quickly; and
  • The Turret, which fires homing missiles at nearby targets

To win the game, you must capture all the red Empire’s planets; to lose, you must lose all your planets and ships – that is, you can live on if all you have are ships (but you effectively cannot win if you have neither planets nor Dropships, since you can’t capture any planets).

Tomorrow, I will consider doing a more exhaustive post-mortem on how the development of Jumpstarter went, but for now I need some rest.  Good night everyone!

Cross-posted on my personal blog.

I’m done! Second game ever, finito

Posted by (twitter: @crimsoneer)
Sunday, July 28th, 2013 3:04 pm

So, after a day and a bit, I’ve finished my second ever Ludum Dare game, game jam game, and game full stop, in one fell swoop.  BotWars is a real time, tactical local multiplayer tank battler where you hopelessly try and control four tanks at once, while fighting over the space key with your friend.  It was also my first time working in 3D, using Unity, and I must say, is it one sexy piece of kit.  My game works on Win/Linux/Apple, with absolutely not extra effort required from me.  Rather stellar, really.


So, what have I learnt?

Smaller is better.  Really.  I know I said so last time, but it really came in use this time around, working with software I wasn’t used to and with not as much time as I’d have liked.  Power-ups were cut, AI got cut, and I didn’t even try to make network multiplayer.  Am I disappointed?  A little.  Some semblance of AI, even if all it did was randomly wander through the map, would have been good, but hey, baby steps.

Polish is good.  And I don’t do any.  I really don’t.  After a day and a bit of coding, I was so damn knackered, I just wanted to publish and go home.  So take breaks, and figure out some time to do stuff like improve your sound and graphics.  Oh, and put in an actual end condition.  I don’ think I did :(

Take liberties with the theme.  I was never, ever going to finish an actual RTS in 2 or so days.  So I made an RTS-lite, and  you know what?  I think I probably learnt more.  This is the whole point of game jams!  Proper RTSes are silly anyways.

Play to your strengths.  I’m a terrible coder, a terrible artist, and a rather good writer.  So why aren’t I including any damn writing?  I really need to start thinking ahead, and use what I’m good at, even if it doesn’t feel like a conventional way to approach games.


So that’s it!  7DRTS, done.  I’ll see you for the next LD, or possibly for 7DFPS.



EGGZ builds and timelapse!

Posted by (twitter: @wilbefast)
Sunday, July 28th, 2013 1:37 pm

EGGZ is a real-time strategy game with eggz in it – click on the EGGZ for a sweet 48-hour timelapse EGGlapse 😀


Click here for 48 hours of EGGy goodness :D

As mentioned in my last post Eggz was essentially finished in 48 hours, though they’ve been a couple of bug-fixes and enhancements since then. I’ve also been very lazy about building a version for distribution, but I’ve finally gotten around to it:

Lightweight .love file for Linux, Mac and Windows user with LÖVE installed

Cross-platform .love file

Windows executable

Windows .exe and .dll files

Unfortunately the game has no AI, so if you don’t have a friend to play with you’re not going to get much out of the game :(

I’ve drawn up a quick state-machine that should play the game adequately but it’s not going to be in the 7dRTS version I’m afraid. Check the game page for any post compo improvements :)


Looking forward to playing your games guys, I really love RTSs – let’s revive this genre 😀

Jumpstarter, Day 6

Posted by (twitter: @GarrickWinter)
Saturday, July 27th, 2013 8:15 pm


The penultimate day of the 44th MiniLD compo comes to a close, I’m happy to report that the game is more or less feature-complete.  I didn’t get the chance to include all the features I would like to include, but I’ve managed to implement all the core functionality I wanted to include, including:

  • Spacecraft and immobile space stations
  • Unit selection (single and box-based) and command
  • Combat
  • Income according to public approval rating
  • Income from raiding trade routes
  • Capturing planets
  • Enemy AI
  • A win and a lose state
  • Basic sound and particle effects

This is great.  Tomorrow, then, I will focus on solving the game’s remaining problems, including a fixing a few bugs and adding missing features regarding unit selection; softening the extremely difficult enemy AI (the AI doesn’t even cheat! If anything, it is handicapped.); adding more sound and particle effects; balancing unit costs; fixing population limits; and generally fixing bugs and trying to track down and prevent the mysterious random crashes I experienced earlier today.

Good luck to everyone else on the last day!

Cross-posted on my personal website.


Posted by (twitter: @wilbefast)
Saturday, July 27th, 2013 10:14 am

Good new everyone 😀

EGGZ is a real-time strategy game with eggz in it…


I was really happy to hear that there’s a 7 Day RTS, because I really love RTS game – it’s a pity more indies don’t make them!

Anyhow, we held this friendly multiplayer oriented game jam called the “Funky Future” last weekend, so I decided to make a single-screen competitive RTS controlled with the keyboard (or a gamepad) and with no elimination. The game was basically finished last weekend, but I’ve been tweaking it and doing bugfixes since then.


Jumpstarter, Day 5

Posted by (twitter: @GarrickWinter)
Friday, July 26th, 2013 9:26 pm


Today I managed to get lots of little tweaks done, such as fixing crashes, implementing population limits, fixing bugs, adding the minimap and tooltips, and adding particle effects and more visual feedback, and so on.  The game is basically playable, with the glaring exception that the AI is not yet implemented.  I’ve started working on the basics, but it’s rather daunting, as I’ve never done anything like this before.  The weather was also awful today, sunny the entire time, and as a result I feel like I’ve been beaten up by somebody with a hot iron, so I wasn’t at my most productive.

I’m going to try and get some extra sleep tonight, and hopefully wake up fresher and able to tackle the problem that is AI.  I’ve got two days to get it done, really, though I’d like to continue tweaking the game and adding gameplay features as well.

Cross-posted on my personal blog.

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

Jumpstarter, Day 4

Posted by (twitter: @GarrickWinter)
Thursday, July 25th, 2013 10:26 pm

So today I had very little time to get things done, compared to the rest of the week so far.  I managed to get unit production up and running without much trouble, though, and also implemented planet capturing.  That means that the fundamental ingredients of the RTS game here – unit command, territory control and economic management – are in!  Yay!

Unfortunately, I am going to bed tonight with an unsolved crash related to particle effects.  Hopefully my fresher eyes tomorrow morning will help solve that.  Afterwards, there is some tweaking to be done, particularly to the interface, but the last major feature to add is enemy AI.  I hope to get basic enemy AI implemented tomorrow, as well as interface fixes and improvements; and I hope to get complete AI and basic sound implemented by Saturday night.  Sunday, then, will be a day for adding fun extra features, if all goes well.

I’m really enjoying the #7DRTS so far, but it is a definitely a bit exhausting, and I look forward to a code detox once this is over.  At that point, I think I’ll sit down and play Shadowrun Returns.

Cross-posted on my personal blog.

Jumpstarter, Day 3

Posted by (twitter: @GarrickWinter)
Wednesday, July 24th, 2013 9:21 pm

So I decided to slightly tweak the theme of my game.  Only slightly.  Now, it’s not just “public approval” you are gunning for; that public approval is reflected in the revenue pulled in by the crowdfunding campaign you are running to fund the rebellion.  Correspondingly, it is no longer called Insurrection, but rather Jumpstarter.

Otherwise, today has been a productive day, but sadly not as productive as I would have hoped.  I managed to get trade routes and resource gathering up and running, tweaked combat code a bit, and I’ve started implementing the interface structure for unit construction, but I haven’t actually started implementing unit construction yet, which is a big deal.  I was hoping to at least get started with that.

Still, there are 4 days left in which to implement production and enemy AI before getting to the more unique stuff, as well as possibly polish (though frankly, I don’t think I’ll have time for much of that).  Tomorrow will be ugly, because I have a really full day of classes, but I’m sure I’ll find a few hours to work on the problem, and starting Friday things are calmer.

Cross-posted on my personal blog.


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