—Select: Click unit with mouse. —Mass Select: Press, hold, and drag mouse key over units. All units within the box that appears will be selected. —Move Unit: Select unit, then click on desired location. —Chain Movement: Press and hold ‘C’ while clicking multiple destinations. —Build: Select Miner, Press ‘B’, then press relevant key: Colony (‘C’): 400 Resources; 0 Fuel —Train: Select Building, then press relevant key: Miner (‘M’): Colony | 50 Resources; 0 Fuel —Set Rally Point: Select Building, press and hold ‘R’ while clicking desired destination
——————————READ ALL—————————— I am back! It has been FAR too long. Fortunately, my absence has given me a very long time to reconsider and re-work what I had done in the past. I have endeavored to simplify (if you can even call it that) the codes of my youthful self. To begin, almost everything important (computing wise) has been reorganized into a single script on a single sprite. Pretty nifty, huh? I like it because it makes things, I think, a little easier to understand. I am not sure it makes things faster, but I still am proud. Obviously, some problems still remain. First of all, I have removed a lot of the previous functionality of my old engines. The loss of mining was a difficult pill to swallow. Though I hoped to release this engine with the full functionality of the previous engines, I decided to go ahead with this one so that I can begin receiving feedback. Don’t worry, I have added a few quality of life changes that I am quite satisfied with, along with a reskin of old buildings. I still need a lot of help and advice if I am to accomplish my goal of creating a full Real Time Strategy engine. This is where you all come in. Below are the areas that I need the most help with: 1) Efficiency/Reduce Lag: This is my greatest worry. I know there is room to make this faster, but I am not sure how to go about that. Furthermore, an important part of this engine is to maintain a relatively consistent speed. It should almost always take the same amount of real time to complete a full tic. I don’t want there to be a weird trick to speed the game up (this was a pitfall of my previous engines). The game needs a tic speed cap, and I want to make sure it remains as close to that speed cap as possible. I am also keenly aware that the more I add the more lag there will be, which is another reason I am so concerned about efficiency. Just because something works does not mean that it is efficient. 2) Fog of War: I have wanted to implement a fog of war for quite some time. Unfortunately, I am not sure what the best way to do this is. My current idea is to do an opposite ray casting effect. Instead of seeking to illuminate a location, I will be seeking to darken it. I have some theories as to how this can be done, but I will need to test them first. I currently plan to stamp If someone has an idea, I would be extremely grateful. 3) Path Finding: One of the most important qualities of a Real Time Strategy game is the path finding of armies. The maps of real time strategy games are extremely important, as they allow for choke points, affect what units can fit, and make air units more unique and important. A fast way to determine the path of many different units is something I would VERY much like to know. 4) Collision Detection: This is most important for ground armies only. Collision detection among many units is tricky, especially since I want to continue to use stamping. I will do research, but right now I am stumped as to how I can do this for every single ground unit and building. The following are ongoing goals. Some are more difficult than others, but for most of them I am confident I can do them myself: Patrol movement Add health and progress bars Add mining. Add more units and buildings. Detailed display Collision detection Path Finding Fog of War Enemy Detection Fighting Thanks for tuning in on my work! If you like what I am doing and wish to support it, please like or favorite and leave a little comment about what you hope to see from it in the future! I am currently accepting unit ideas, so if you have any ideas please include those as well! I might not get around to responding to every comment, but seeing support and excitement from the community is always appreciated! Credit: Dune Soundtrack by Hanz Zimmer. Perfect Sci-fi music. Leaving Caladan is the one that I think fits the engine the best.