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RTS Starter Kit for TorqueX announced at IMGDC 2.0!

by Jonathon Stevens · 04/04/2008 (10:01 am) · 29 comments

RTS Starter Kit for TorqueX

www.last-straw-games.com/images/screens/game_splash_screen.jpgLast Straw Productions is happy to announce the development of the RTS Starter Kit for TorqueX. Last Straw has been working on an RTS starter kit for TorqueX over the last few months which was announced at IMGDC this past weekend. Development is about 90% complete on the 2D version of the kit, with a 3D version to follow later.

www.last-straw-games.com/images/screens/tech_command_center_007.pngThis kit will enable game developers to rapidly prototype and build strategy games for TorqueX in both 2D and 3D. This kit will be a visual studio template which you can install to create new RTS projects. We haven't worked out pricing or release dates yet, but it will be available through Garage Games and we're working quickly to complete the product. It will more than likely be released in 2D form first with 3D following a few months after. It will be fully compatible with TorqueX 2.0 and XNA 2.0 and will feature the following:

www.last-straw-games.com/images/screens/menu_background.jpg
Customized Camera System
"God" view behavior camera system that allows a top-down view as well as easily moving into a close up view of units.

Customized Mini-Map System
The mini-map draws an overview of the area and units in the area. Mini-map can be used to control the camera to easily move around the map. Full fog of war is implemented as well in the mini-map system.

Fog of War
Fog of war has been implemented to allow builders to create a system where players have to explore to see terrain and units.

www.last-straw-games.com/images/screens/TX_RTSKit3.jpg
Complete Component system to easily modify/add new functionality and extend current functionality
Components were used extensively with an incredible amount of in-builder options that are settable by the developer to allow for easily modifying the game with little to no programming experience. All components are easily customized in the TorqueX Builder.

Unit selection system
An example selection system is in place that allows you to select multiple units to have them act together. Hot keying units has also been implemented to allow you to assign a selection of units to certain keys, allowing for easily selecting multiple groups.

www.last-straw-games.com/images/screens/TX_RTSKit2.jpg
Multiplayer support across a network and Xbox live/windows live
Full multiplayer support allowing players to play across their own network or through windows live and/or Xbox live where appropriate. A multiplayer lobby also exists which allows the players to easily find each other and host/join games.

Resource system
A complete resource system is in place that allows the gathering of resources in various ways which can either immediately increase a defined resource or can force the 'resource gathering unit' to return to a certain building to receive compensation for that resource. Resources can randomly appear on the map and slowly disappear (unless otherwise set to never expire) as they are gathered.

Unit upgrade system
Units can be upgraded via buildings or the unit themselves to improve the abilities of the units. Buildings can also be upgraded.

www.last-straw-games.com/images/screens/TX_RTSKit4.jpg
3D models in 2D space as well as sprite maps
Full support of bringing in DTS models as units instead of using sprite maps, as well as sprite map examples so developers can see how either way is handled. 3D models also support build in animations with an animation system that handles both 3D and 2D animations.

Waypoint system
Full waypoint system has been implemented allowing players to flag a path for their units to follow. Players can also set waypoints for buildings which will send units built to that location as soon as they are done building.

Basic AI
Pathing system is implemented as well as basic scripted AI for AI units to build with levels of aggression settable by the player.

Medic and worker abilities
Ability to set a unit as a worker or a medic which allows different sets of abilities and serves as an example of how to quickly create a new unit component derived from the main RTS unit component.

www.last-straw-games.com/images/screens/TX_RTSKit1.jpg
Transporter vehicles
Ability to load units into another unit which can serve as a transporting unit.

And much more!

Keep in mind that what you see is still early alpha, but we're moving along quickly and the kit is becoming more solid every day! Feel free to leave your comments or questions below.

P.S. On the note of IMGDC 2.0, it went fantastic again this year and I'm going to have a post-mortum in an MMOG magazine publishing around the 13th! I'll provide links when they come in.

- Jonathon

About the author

With a few casual games under his belt as CEO of Last Straw Productions, Jonathon created the increasingly popular Indie MMO Game Developers Conference which. Following the success of IMGDC a new MMOG fan event called LFG Expo will debut in June of 2010.

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#21
04/10/2008 (5:45 am)
@Swaroop - Hmm. We didn't plan on it, but depending on how on-schedule we are, we may just add it.
#22
04/23/2008 (6:29 pm)
This is just what I have been waiting for. Other than the painfully obvious, what differences can we expect between the 2d and 3d versions of the kit? From the screenshots posted it seems you can load 3d assets within the 2d version. Am I offbase?
#23
04/23/2008 (8:25 pm)
Yes, we are loading a 3D object in the 2D world. The 3D world would include a full 3D map as well as a 3D version of nearly every component (AI must account for the extra axis and so on).
#24
04/24/2008 (10:45 am)
Shhiiipp iiiiiittttt!!! Ready to purchase! Well, after I buy my monthly beer supply...
#25
05/04/2008 (9:13 am)
Yay!!! This looks really awesome, congradulations in advance..
#26
05/12/2008 (5:31 pm)
Jonathan - Are we going to have collision detection for RTS units? Will there be any code for movement in a formation?
#27
06/20/2008 (11:29 am)
Any updates on this?
#28
08/02/2008 (10:48 am)
Jonathan - I havent seen any updates lately. How are things moving.
#29
08/02/2008 (8:26 pm)
@Swaroop - there will be code for formations. collision detection is a touchy subject for rts's, and we're not planning on releasing with any off the bat.

The kit is moving along nicely. I'll be putting an update together in the next week to week and a half with more features and more screenshots.
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