I'm going to make a game!

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  • If you're going to rely heavily on JS and make an RTS, I hope you'll take advantage of multithreading and web workers to push the technical possibilities as far as you can. There are RTS games that don't particularly require diverse factions to be interesting and impressive. AI War 2 and They Are Billions come to mind, as well as something like Factorio, although it isn't exactly an RTS. With a focus on technical impressiveness and a huge scale, using icons to represent units and entities becomes much more reasonable and acceptable as well, which would relieve the burden on the art side. Multiplayer becomes more of a pain with more asynchronous processing going on at each client though.

    I do also hope you implement a robust steering/flocking mechanic with events (and maybe turn it into a behavior in the future). I'm sure a lot of people would like to see that to address the overlapping units issue. It comes up pretty much any time anyone tries to make an RTS.

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      • Ashley's avatar
      • Ashley
      • Construct Team Founder
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      There will be multithreading - that's explained in the next blog.

      Steering/flocking is a really tough problem. I'm not sure how I'll tackle it yet, but I do think it's a really important part of it, so I'll definitely spend some time to get it right and blog about the results.