Wednesday, February 27, 2013

9 And Counting Down

There are exactly 9 things left on our "to do" list before RTS Creator is "finished."

We've crammed a good number of features into the game creation tool and we believe it's a good starting point in order to asses what people like about it and what new features should be added.

This has been a 3 and a half year project and we're excited to see the light at the end of the tunnel. We plan on releasing RTS Creator at the end of March 2013, which will also include revamping the website to fully display the software's capabilities.

Even though we're releasing RTS Creator in the next month our plan is to continually make improvements and add features to make it a better product.


Tuesday, February 19, 2013

The Lean Startup Strategy

RTS Creator has been a 3 year work in progress and a much larger endeavor than we initially anticipated. We have been very rigorous in our development and testing techniques to ensure that every function and feature works flawlessly upon release.

This has been a great strategy to produce quality software though in retrospect it may be a great mistake.

With insights from the book "The Lean Startup" by Eric Ries we've decided to take a different approach from here till the release of RTS Creator.

Instead of spending many hours developing features that may not be used, we've decided to focus our efforts on just "finishing" RTS Creator. There may be some bugs, and there may be some missing features but in order to know if these features are truly missing, we want to hear it from our users.

The product we aim to build is the product the users want to use and seeing that there are no similar products to RTS Creator, this is both a highly experimental and niche market.

Thursday, February 14, 2013

Newton Physics

One of the most challenging aspects of the RTS Creator engine has been path finding and ground unit movement. When we first started development, there was no collision system and the units moved like tanks in the original Command and Conquer.

This would be OK if we were inventing the first ever Real Time Strategy game, but this style movement is very old fashioned. To modernize the ground unit movement we've added the newton physics engine.

http://newtondynamics.com/forum/newton.php

The newton physics engine is an open source sdk that calculates physics very quickly. Ground units can now collide and push each other. This produces a much smoother movement that can be seen in more modern Real Time Strategy games.