RTS Game Design Document

Talk about game designs and what goes behind designing games.
Post Reply
dbest
Posts: 109
Joined: Sun Nov 20, 2011 12:24 pm

RTS Game Design Document

Post by dbest »

Hey all,

I've had an idea for a RTS game, which has been fleshed out in the following game design document.
http://dl.dropbox.com/u/13936847/WFW_DD_v3.1.pdf

I would be interested in getting some feedback on the design of the game.
dave3460
Posts: 117
Joined: Wed Jul 01, 2009 2:13 pm

Re: RTS Game Design Document

Post by dave3460 »

i think its very well thought out .

uses a load of great ideas . hope it all works out well

Dave
dbest
Posts: 109
Joined: Sun Nov 20, 2011 12:24 pm

Re: RTS Game Design Document

Post by dbest »

Thanks Dave.
Am hoping for the same...considering that the idea has been refined over a 2 year period. :)
User avatar
Jackolantern
Posts: 10891
Joined: Wed Jul 01, 2009 11:00 pm

Re: RTS Game Design Document

Post by Jackolantern »

Very nice! I actually like that there is really just one resource. At the risk of sounding slow, I have not been into RTS games much before because I just can't balance the complex resource micro-management and combat at the same time. Combat really is the centerpiece of RTS games, so if you expand on that and reduce the resource-management down to a fairly basic level, I think you could have a very high-action, fun game. In fact, that is kind of what the first Dawn of War did, and it was immensely successful with the model (although they focused on a King of the Hill combat style system).

Have you considered making this a browser-based game first? As a 2D browser-based game using Javascript and possibly HTML5 canvas, it would take about 1/10 or less of the resources and time to make, multiplayer would be extremely easy to add, and it could serve as a living prototype for going on to make the full 3D RTS. This could create a more fine-tuned final product.
The indelible lord of tl;dr
User avatar
hallsofvallhalla
Site Admin
Posts: 12026
Joined: Wed Apr 22, 2009 11:29 pm

Re: RTS Game Design Document

Post by hallsofvallhalla »

Nice document

I am working on the RTS tutorials. Hope to have some new videos up soon.
dbest
Posts: 109
Joined: Sun Nov 20, 2011 12:24 pm

Re: RTS Game Design Document

Post by dbest »

Jackolantern, thanks for your nice words and advice. The thought of turning it in a bbg did cross my mind a couple of times, but I didn't pursue it.

hallsofvallhalla - thanks. I did watch the first 2 videos. Will follow up on the rest. Keep up the great work.
metacatdud
Posts: 19
Joined: Fri Sep 30, 2011 8:20 am

Re: RTS Game Design Document

Post by metacatdud »

If you want it RTS (REAL) in the browser Node.JS is you only hope. Will be wise decision though.
To have your game, here is a full tested recipe

-Node.JS
--Socket.io (node plugin - for REALTIME server-client communication )
--MySQL (the node module not other module - I didn't test other (except mongo DB, but this is another thing to learn))
-Raphael.JS (this guy is waked. There are some demos of what can that library of his can do. Uooh and it can do alot, believe me. This will bring your graphics to live - Site here - raphaeljs.com)

-HTML5: to enbed raphael beautiful, beautiful SVG's
-- OPTIONAL you can install express (node plugin) and work with Jade (express plugin) instead of pure html. There is a lot to learn on this one too, but it will increase your performance considerably
-jQuery: to transfer socket.io information to the design easy. You could do it without jQuery too.

And that's it.And yes you can have a real time. Google's V8 engine is very powerfull and the IO eventing machine called Node.JS is very capable.
To start developing i strongly recomand you to install VMWare, in it install ubuntu 11.10 and in this one install the node.

And if you really , really want the progress bar to blow your monitor away from your desk because the fast loading, then you should have NGNX to serve you the static content. If your current PC affords to carry a virtual machine i really recommend to set your develop ground with configuration above.

Good luck and believe me, Node.JS = tomorrow. I was skeptic too untill i give it a drive test, it's impressive you will see. The learning curve is not that hard either, it's javascript god damn it
dbest
Posts: 109
Joined: Sun Nov 20, 2011 12:24 pm

Re: RTS Game Design Document

Post by dbest »

Thanks metacatdud....

I did read a bit about node.js, but never ventured into it. Thanks for the advice and the recipe.. ;)

Am hoping to make it a PC game, so let's see..
dbest
Posts: 109
Joined: Sun Nov 20, 2011 12:24 pm

Re: RTS Game Design Document

Post by dbest »

The game design document was shared with someone at a famous game development company and it was kinda shred to bits. :(
Looks like the dream is dead...
User avatar
Jackolantern
Posts: 10891
Joined: Wed Jul 01, 2009 11:00 pm

Re: RTS Game Design Document

Post by Jackolantern »

Why did you show it to them? They would never make it (game companies do not take, and definitely don't buy, game design docs from outsiders). I would bet money they ripped it to shreds based on the idea of AAA RTS games, something we are not making. No one has really charged AAA game studios with being amazingly creative this last decade.
The indelible lord of tl;dr
Post Reply

Return to “Game Design”