Thursday, May 17, 2012

Programmable AI!

The past couple of weeks we've been trying to find a way to create programmable AI that's both simple and flexible. And we believe we've found the solution! The code is simple but exemplifies how the AI will be created.




(The GUI will simplify this even further)

There are basically stages, conditions, and actions. If all of the conditions are met the computer will perform the specified actions,

It will only check for certain conditions and perform a certain actions based on what "stage" it's in,

Ex: Structure could be attacked and the computer could attack the player with all units, and then change its "stage," then playing an entirely different way.

There's lots of dynamic control with this structure.



Wednesday, May 2, 2012

Missiles

We can now create missiles with some of the new weapon properties!


Monday, April 30, 2012

Particle Engine

The latest enhancement to RTS Creator engine has been a custom built particle engine.

The particle engine was written from the ground up in OpenGL and contains functions that provide the developer with precise control over scale, color, velocity and gravity.

This has greatly improved the appearance of explosions, see for yourself...


RTS Creator Progress

So far, we've had a lot of requests for the currently in development RTS Creator, and because of this I thought I'd update the web site and inform those who are interested of our progress.

Our primary focus over the past few months has been on the core RTS framework, which includes the common RTS features such as ground units, air units, technology, bases, base construction etc.

The concept of RTS Creator is quite simple, though creating it has certainly had its challenges. The ultimate goal of RTS Creator is to have a tool that allows anybody with minimal computer skills to create their very own real time strategy game.

Many gamers today are becoming inspired by the games they play and often times want to create their own games in their very own way. For the average gamer looking to produce their own game, the typical game developers path just isn't practical. It takes years of learning and practice to program a game.

What we want to do is fast track the inspired gamer, remove the typical learning curve, and allow them to start creating their dream game.

This has produced certain challenges, such as where to draw the line between simplicity and flexibility