Hello?

Hello /vst/, I'm thinking about making a small RTS game, and I want to ask this board what makes an RTS an RTS. As to arrive to a distilled quintessence of the genre.

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  1. 1 year ago
    Anonymous

    Just do the damn thing. You don't have to be a Socrate to do anything.

  2. 1 year ago
    Anonymous

    >a distilled quintessence of the genre
    APM matters

    • 1 year ago
      Anonymous

      *meaningful* APM matters

  3. 1 year ago
    Anonymous

    >Give me your secret ideas
    No

    • 1 year ago
      Anonymous

      >Implying you will ever make that game

  4. 1 year ago
    Anonymous

    Don't make a asiaticclick

    • 1 year ago
      Anonymous

      The only way to avoid "asiaticclick" (see: APM making a difference) is to make a turn-based strategy game. Go back to playing Civ 6 on easy.

      • 1 year ago
        Anonymous

        asiaticclick is where APM isn't strategic and is mostly focused around dealing with shitty UI, bad pathing, etc. In other words it refers to shit like starcrap 1, which has atrociously shitty controls.

  5. 1 year ago
    Anonymous

    Commanding troops in real time is the destilled essence of RTS.
    Basebuilding is optional.
    APM is optional.
    Resource harvesting is optional.
    Unit production/choice is optional.
    Unit abilites is optional.

    • 1 year ago
      Anonymous

      behold, an RTS

      • 1 year ago
        Anonymous

        Most RTSs are pretty much puzzle games, so I fail to see how you are disproving me Mr Diogaynes. King Arthur's world is pretty much Lemmings with knights. And it has enemy troops, unit and base construction.

      • 1 year ago
        Anonymous

        Shut up Diogenes, nobody likes you

      • 1 year ago
        Anonymous

        Unironically, yes. Add in a pvp or pve mode and you have an RTS.

    • 1 year ago
      Anonymous

      Base building, resource harvesting and unit production are pretty much mandatory for RTS unless the game provides a creative replacement for those features. Without them, the game becomes real-time tactics. Also, there aren't really any RTSes (and even more so RTTs) where decent APM isn't nice to have for a player.

      • 1 year ago
        Anonymous

        Real time tactics and RTS is the same thing.

        • 1 year ago
          Anonymous

          WRONG

        • 1 year ago
          Anonymous

          All RTS are also RTT, but not all RTT are RTS

          • 1 year ago
            Anonymous

            The Strategy part of RTS doesn't actually mean strategy as in the military sense in 99% of games, and the developers of Supreme Commander recognized that most RTSs were infact RTTs, with basebuilding mechanics or similiar things added.
            How then are not all RTTs also RTSs when the S is meaningless or a false name in a strategy military context?

            • 1 year ago
              Anonymous

              strategy deals with "utilization" of resources.
              tactics deals with team work type shit.

              tactics is the micro layer under the strategy.
              tactics is how well you can complete your goal with resources provided
              and strategy at one layer above tactics is how well you can gather and utilize resources.

              in game terms
              "strategy" is an unbrella term vague, as even fps COD players employ strats to win.
              but when you scale up "tactics games" they turn into 4x games.

              • 1 year ago
                Anonymous

                How and when you call in and use armour and artillery is also "utilization" of resources, games like wargame lets you set up finite amounts of units for later use, and Men of war gives you resources to spend on units during the battle.
                Are they RTSs then since resource utilization is a important part of their styles? As if you go all out with cheap infantery and don't bring armour nor artillery, you are most likely fricked mid to late game.

      • 1 year ago
        Anonymous

        no such thing as rtt, RBT is a thing.

  6. 1 year ago
    Anonymous

    it needs at least 1 unit with a gun.

  7. 1 year ago
    Anonymous

    What in the world possessed you to make an RTS in current year? I advise you to forget about it and look for something actually worth pursuing.

    • 1 year ago
      Anonymous

      I like the genre
      Dunno what other reason you need fot a passion project

      • 1 year ago
        Anonymous

        I see, carry on. The OP made it seem as if you were serious about it.

  8. 1 year ago
    Anonymous

    No asiaticclick with busywork mechanics.

  9. 1 year ago
    Anonymous

    I unironically got a BA in philosophy for writing 17k words about this last year. Two very serious professors ended up reading autistic ranting about what AoE2 and Brood War have to do with the autopoietic theory of biology.

    RTS games are:
    1. Real-time. Pause is fine, but time flows whether or not the player wants it to. It's not like a turn-based game in which players control the flow of time in the game world.
    2. Have a specific type of player character, which (a) is made up of multiple 'organs' under the player's control - units/buildings, (b) feeds on the game world and transforms those resources into more organs.
    An RTS game typically starts with the birth of 2+ such player characters, and typically ends with their fight to the death.

    • 1 year ago
      Anonymous

      I like this definition a lot. Also, nice diagram.

      To me, an RTS as distinguished from other strategy games of different kinds is that there is some kind of growth and expansion component to the gameplay, so you utilize something on the map to facilitate creating more assets to defeat the enemy with as opposed to merely replacing losses or being unable to replace at all. Whether or not that incorporates actually creating buildings or just capping points that spawn more units on a timer is more up to the designer and how complex you are looking to make it.

  10. 1 year ago
    Anonymous

    >Control dudes
    >Get resources with your dudes
    >Build buildings that make more dudes
    >Make more dudes
    >Improve your dudes
    >Get even better dudes
    >Fight enemy dudes with your dudes
    >Last dude standing wins

  11. 1 year ago
    Anonymous

    First thing you must get right is contrast.
    Units must be bright while the ground must be dark or vice versa. You MUST make every unit clear at a glance. RTS live or die by their readability and most devs SUCK at this.
    Use outlines, use bloom, doesn't matter what tools you use but keep your units readily visible.

  12. 1 year ago
    Anonymous

    rts is pretty much strategy that its all programmed around cycles and timers.
    as opposed to turn based games which do not really depend on timers attached to their counting loops.
    but the counting loops start and stop depending on when the user ends his turn.
    rts=counters "always on"
    tbs= the game only counts after the user ends his turn and only counts one step.

  13. 1 year ago
    Anonymous

    RTS simply means real time and you control an army.
    Ignore zoomers that seek to reinvent the wheel on what genres are.

    • 1 year ago
      Anonymous

      To add where the creativity in the genre stems from and don't let zoomer strategylets tell you otherwise, is what exactly constitutes your army and the scale can be almost anything.

  14. 1 year ago
    Anonymous

    Economy and military are the two essential components of an RTS game. You win by gaining a critical economic advantage over your opponent. You want to spend the minimum amount on your own military while inflicting the maximum amount of damage on his economy.

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