RTS Starter Kit for TorqueX announced at IMGDC 2.0!
by Jonathon Stevens · 04/04/2008 (5:01 pm) · 29 comments
RTS Starter Kit for TorqueX
Last 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.
This 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:

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.

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.

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.

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.

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
Last 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.
This 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:
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.

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.

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.

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.

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
#2
04/04/2008 (5:14 pm)
Wow. I'm looking forward to this Jonathon. /credit card on the ready
#3
@Chip - We're still a good month or two out between development and GG QA, but thank you for the support!
I also forgot to mention that if sales are decent on the kit (or we get enough requests) this could end up making it to the other engines.
04/04/2008 (5:25 pm)
@Brian - Yea yea.. I was already 3 days late in posting this, so didn't have time to get them to a better-for-GG-blog size =P Besides, who doesn't like scrollbars in their blog post? I mean, it's the new pink!@Chip - We're still a good month or two out between development and GG QA, but thank you for the support!
I also forgot to mention that if sales are decent on the kit (or we get enough requests) this could end up making it to the other engines.
#4
04/04/2008 (5:32 pm)
Np Jonathon. This kit is going to have a lot of functionality I was going to use in one of my TX projects, so this will save me an enormous amount of time, even if it is a couple months off ;)
#5
04/04/2008 (8:00 pm)
How RTS specific is yoru network related code? I'd be interested in a pack by itself that just has the code handling object synchronization in TorqueX.
#6
04/04/2008 (8:12 pm)
gui looks great. like the flow. the tile sets need work tho.
#7
Someone using our code as a base could quickly modify it to work better for FPS, etc.
04/04/2008 (8:13 pm)
Since we're going to be building a 3D RTS from this kit after it's completed, the network code will end up being as specific to RTS as possible, however with the way Windows Live and Xbox Live are set up, it will still be generic enough to work with other game types, such as FPS.Someone using our code as a base could quickly modify it to work better for FPS, etc.
#8
There's also a full sound-effects system going in which supports various sound-effects during various states of each unit and building.
04/04/2008 (8:19 pm)
@T - The tile sets are programmer art, not the final art we're using, we just didn't have time to get it in for IMGDC. Nearly all programmer art in the GUI has been replaced, but a few things remain. There's also a full sound-effects system going in which supports various sound-effects during various states of each unit and building.
#9
04/04/2008 (8:37 pm)
Why are the images all blown up so large?
#10
04/04/2008 (8:46 pm)
Quote:Yea yea.. I was already 3 days late in posting this, so didn't have time to get them to a better-for-GG-blog size =P
#11
Only the programmer art is a bit eye paining xD.
One thing tough, I don't think it's very cool that you cloned the starcraft HUD lay-out. The way it is set up, and the selection bar, even the icons are similar. Don't know about legal issues and all that, but I think you should consider it.
(example)
http://www.thezeal.com/blog/wp-content/uploads/2006/04/starcraft.png
04/04/2008 (9:23 pm)
I like the artwork, it looks good.Only the programmer art is a bit eye paining xD.
One thing tough, I don't think it's very cool that you cloned the starcraft HUD lay-out. The way it is set up, and the selection bar, even the icons are similar. Don't know about legal issues and all that, but I think you should consider it.
(example)
http://www.thezeal.com/blog/wp-content/uploads/2006/04/starcraft.png
#12
If you've been around RTS's, you'd notice that MOST RTS's follow the same HUD lay-out. They do that because it's a flow that works well with RTS's. To prove my point, here's several links to shots that are nearly identical which includes Warcraft, Company of Heroes, and Age of Empires:
www.slipperybrick.com/wp-content/uploads/2006/12/company-of-heroes-rts-game-revi...
www.3pointd.com/wp-content/uploads/2006/04/AoE3.jpg
content.answers.com/main/content/wp/en/c/c9/Warcraft_3_Humans_fight_Orcs_screens...
You should really do your research before posting a negative comment on someone's announcement blog. This is an indie community that relies on postings like this to get the word out, and it's not very nice to post negative comments that you can't even back up.
On the note of copying layouts to begin with, you can't copyright layout, so it's open game anyway.
P.S. I fixed the image sizes! =P
04/04/2008 (10:31 pm)
@Florian - I appreciate the comment on the art, but it's very irritating that people say things like this:Quote:I don't think it's very cool that you cloned the starcraft HUD lay-out
If you've been around RTS's, you'd notice that MOST RTS's follow the same HUD lay-out. They do that because it's a flow that works well with RTS's. To prove my point, here's several links to shots that are nearly identical which includes Warcraft, Company of Heroes, and Age of Empires:
www.slipperybrick.com/wp-content/uploads/2006/12/company-of-heroes-rts-game-revi...
www.3pointd.com/wp-content/uploads/2006/04/AoE3.jpg
content.answers.com/main/content/wp/en/c/c9/Warcraft_3_Humans_fight_Orcs_screens...
You should really do your research before posting a negative comment on someone's announcement blog. This is an indie community that relies on postings like this to get the word out, and it's not very nice to post negative comments that you can't even back up.
On the note of copying layouts to begin with, you can't copyright layout, so it's open game anyway.
P.S. I fixed the image sizes! =P
#13
John K.
04/05/2008 (2:08 am)
Congratulations Jonathon!!! This looks really good, you can already count on my purchase, I can't wait to buy this. John K.
#14
04/05/2008 (2:18 am)
me 2!
#15
Did I mention two races with 6 playable units and 3 playable buildings each? ;)
04/05/2008 (2:55 am)
@John & Josef - Thanks for your support! Did I mention two races with 6 playable units and 3 playable buildings each? ;)
#16
John K.
04/05/2008 (3:41 am)
Nope! Left that tidbit out. Seriously, there is one particular RTS game that I've always wanted to make - and soon I'll be able build it out for the Xbox 360. Can't wait.John K.
#17
I think you misunderstood what I tried to say.
About my post.
The point I tried to make wasn't that your lay-out was Relatively similar, but that it was exactly similar.
Yes, I know that more developers choose for such an lay-out like you pointed out, but the examples you picked are only Relatively similar.(Except for Warcraft, but Warcraft is made by the company of Starcraft)
These layout's share similar components, like a mini map, action buttons, etc. But they all are different. So I don't think you proved your point completely.
Also if you want some "back-up" of my claims, here it is.
http://img182.imageshack.us/img182/6701/comparisonal5.jpg
As you can see on my drawing, your HUD has the same proportions, the same size, the same icon, the same style, in other words, except for the artwork, it's the same for about 90%.
About the copyrights, That's what I also thought, so that's settled then.
And the last thing I would like to say is that, I do not say all this to bring you down, or irritate you in any way. I say this because I am a critical person, and perhaps my criticism could help you. ;)
04/06/2008 (4:51 pm)
@Jonathon StevensI think you misunderstood what I tried to say.
About my post.
The point I tried to make wasn't that your lay-out was Relatively similar, but that it was exactly similar.
Yes, I know that more developers choose for such an lay-out like you pointed out, but the examples you picked are only Relatively similar.(Except for Warcraft, but Warcraft is made by the company of Starcraft)
These layout's share similar components, like a mini map, action buttons, etc. But they all are different. So I don't think you proved your point completely.
Also if you want some "back-up" of my claims, here it is.
http://img182.imageshack.us/img182/6701/comparisonal5.jpg
As you can see on my drawing, your HUD has the same proportions, the same size, the same icon, the same style, in other words, except for the artwork, it's the same for about 90%.
Quote:This is an indie community that relies on postings like this to get the word outI didn't say anything about the indie community or about the pack in it's whole at all, only about your HUD. In fact, I think a pack like this is a great idea and will help a lot of people.
About the copyrights, That's what I also thought, so that's settled then.
And the last thing I would like to say is that, I do not say all this to bring you down, or irritate you in any way. I say this because I am a critical person, and perhaps my criticism could help you. ;)
#18
Good luck with it,
Will
04/08/2008 (6:02 pm)
are we going to see a TGB version of this like we did with the PDK? I really like the idea for it. Can't wait for the conversion if there ever is one. I'm not a programmer but would like something to drop and go with like the PDK is for TGB. Think it'll ever be converted over? Looks good...Good luck with it,
Will
#19
Basically, it depends on demand. We spent a LOT of hours on this kit (and will be spending many more) to get both 2D and 3D implemented. We took what we thought were the most common features to RTS's in general and made sure we targeted things we felt were missing from the original TGE RTS kit and implemented them as well. We then made the kit as extendable as possible so non-programmers could quickly and easily get set up.
In other words, we spent too much time on this kit to port it if it doesn't sell well. When 3D is finished, this will have been over 400 hours of work.
The next engine we would port it to however, would definately be TGB since the RTS kit for TGE still exists with many comments on porting it to TGEA. We'd rather not build competing products right off the bat, especially since we're teaming up with GG to provide these kits.
04/08/2008 (6:38 pm)
Quote:I also forgot to mention that if sales are decent on the kit (or we get enough requests) this could end up making it to the other engines.
Basically, it depends on demand. We spent a LOT of hours on this kit (and will be spending many more) to get both 2D and 3D implemented. We took what we thought were the most common features to RTS's in general and made sure we targeted things we felt were missing from the original TGE RTS kit and implemented them as well. We then made the kit as extendable as possible so non-programmers could quickly and easily get set up.
In other words, we spent too much time on this kit to port it if it doesn't sell well. When 3D is finished, this will have been over 400 hours of work.
The next engine we would port it to however, would definately be TGB since the RTS kit for TGE still exists with many comments on porting it to TGEA. We'd rather not build competing products right off the bat, especially since we're teaming up with GG to provide these kits.
#20
04/10/2008 (12:59 am)
Does the kit have split screen multiplayer support?
Torque Owner Brian Wilson