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Thread: How would a Real Time Tactical game on a 1:1 scale play?

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  1. #13
    Senior Member Senior Member Duke John's Avatar
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    Default Re: How would a Real Time Tactical game on a 1:1 scale play?

    Quote Originally Posted by Just A Girl
    I tried to read everything but theres a lot of txt and i must go do something soon
    But I even included images for the
    GFX junkies


    I wish to know what kind of sprites will you be using?
    I won't. While I did wanted to initially, it would add alot of complexity and the workload to create all those sprites while not adding that much to gameplay. Others have already encouraged me to take the more abstract route of using blocks to represent troops. It doesn't make the game tactically less interesting but it does cut greatly on development time.
    Im a belever that games should be made to encompass as many computers as possible.
    The game will be developed with MacroMedia's Director (a 30-day trial, which I use, is freely available for the ones wishing to aid me in programming). The program will be a ShockWave "movie" and should consequently be compatible with any computer that has ShockWave installed. I doubt that it will require a high-end computer to run.

    As some 1 sudgested Prehaps A delay when commands are issued,
    Issueing commands will be differently from TW. Delay in execution, misinterpreting orders, orders not arriving at all or units taking action on their own are all methods to make the game more realistic. But they should be used carefully as they can easily frustate the player, although that is not entirely unrealistic either as when the battle of Tewkesbury was lost the duke of Somerset killed Lord Wenlock for not supporting him.
    Last edited by Duke John; 01-09-2006 at 14:39.

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