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I am currently in the early stages of developing a real-time strategy game that aims to combine elements from Age of Empires II and Warcraft III. Both of these titles have had a major influence on me as a player and as a designer. Age of Empires II is remarkable for its strategic depth, focus on economic management, and large-scale battles, although I have always felt it is somewhat limited in a few key areas, such as unique unit mechanics and hero-focused gameplay. Warcraft III, on the other hand, introduced those very features through its heroes, abilities, and more character-driven armies, yet it lost some of the depth found in other systems, particularly in the balance of ranged units, counter mechanics, and naval warfare.

My goal is to create a game that brings together the strongest qualities of both styles. I want to capture the grand scale and tactical complexity of Age of Empires II while incorporating the individuality, progression, and fantasy-driven personality of Warcraft III. The idea is to give players the satisfaction of building a thriving civilization and commanding large armies, while also offering memorable units, meaningful choices, and greater variety in strategy.

I would love to hear from the /vst/ community about what you would like to see in a project that blends these two approaches. Which mechanics or ideas from either Age of Empires II or Warcraft III do you think are essential to preserve, improve, or completely rework?

I am also open to suggestions for other RTS games that might serve as good sources of inspiration. Whether they are classic titles or more recent releases, I would really appreciate your thoughts on what makes those games stand out and what lessons they might offer for this project.

Thank you in advance for your insights. I am looking forward to hearing your ideas and discussing what could make an RTS like this both exciting and rewarding to play.
>>
>>2182453
is it safe to assume that brown women who love white men are a key part of this game or is that an irrelevant lust provoking image
>>
>>2182464
>>2182453
It could be..
>I am looking forward to hearing your ideas and discussing what could make an RTS like this both exciting and rewarding to play.
>>
>>2182453
Yeah? Post some of your previous or at least current work. Lame attentionwhore.
>>
>>2182453
Seven Kingdoms 1. I want it's siege and Inn.
>Harpoons, Ballista, Cannons, Unicorn.

I want them to be broken up into sub types not just bombard but purpose types of siege weapons.
Eg. Small................Medium....................................Large
E.g. Hand Cannon, Mortar, Serpentine, Bombard, Grand Bombard.
>>
>>2182453
Orcs are invited into militant kingdom after a war as refugees, it leads to an uprising the kingdom is destroyed, the remains of the kingdom those who survive purge the orcs and vowel never again to trust their kind. a strong leader emerges from this wearing an iron cross.
>>
>>2182453
If you want example of RTS games with heroes there's stuff like DoW2 having commanders with their own wargear or AoE4 having the mongol's khan and Jeanne D'arc. The JD subfaction seems like the closest example of what you're looking for in a real and alive RTS game.
imo unit customization and hero mechanics in RTS are overrated and only serve to fuck up balance.

That being said I doubt you'll get anything done considering how many retards fancy themselves gamedevs nowadays and your nothing burger wordsalad post is the telltale sign of the kind of overthinker that never even starts.
I will be shocked if you manage to make anything resembling an alpha and the chance of an indie rts not bombing are next to null so my advice would be to spend your time doing anything else, but if you have what it takes then good luck and I'm looking forward to playing whatever you make.
>>
>>2182453
Use AoEII's gameplay as the core, but make the factions diverse in terms of units.
You could go and take some notes from Age of Mythology too.


The only true difference would be the heroes.
Have them be like WCIII ones, but also take notes from the Warlords series (Battlecry sub-series of it to be precise) and give them an inventory that works like an actual inventory (helmet, armor, boots, gloves, weapon/great weapon, shield/other, ring slots, talisman slot, backpack slots, quick use slots for consumables).

Hell, take further notes from Warlords and allow for the classes to be modded as they level up to fit specific roles. Will your Paladin be a tanky damage-sponge that can laugh at the big-ass demon whose doomblade shattered when it hit the Pally in the crotch? Or will he be a powerful support unit that can actively heal your whole army while damage any demon and undead at the same time just by being around?
I mean you could make them specialize on top of unlocking new abilities like WarCraft III heroes do it.
>>
>>2182453
The two's complexity paradigms seem to be multiplicative in a way unlikely to be manageable to anyone but the turbo-sweats without serious structural changes to each and thus would devolve into an APM race to hell as a result of the obscene burst-fire capabilities from letting Blizzard spellcasters onto an AoE battlefield. My first thought for easing this is to go with squad-based units instead of individuals, so that some of AoE2's unit count and stats scaling can be offloaded into increasing manpower per unit and WC3 style support casters can be attached as specialists to apply large helpings of quality-of-life to many more of their abilities.

This also eases the strain on disbelief in heroes turning the larger scale battles by having them lead or attach to units capable of pressuring such without the character, giving limited access to units without all of the standard techtree requirements to get "fun" things sooner in the match/campaign, loosen time and cost sensitivity of countermeasures, and access a one-off "keystone" without a large investment in otherwise-unused overhead.

Creeping feels like a must to keep for WC3-in-specific identity and its early-game hero interactions, and I feel that the increased scale could be used well to turn WC3-style expansion fights and mercenary camps into minor faction bases with all the attendant opportunities of "creeps" having production, while AoE2-style scattered resources offer income for longer buildup strategies and organic competition points between minor factions.

Another must to keep is user maps/campaigns. Yes, it's a pain to set up your codebase for, but it is utterly goddamn essential to the longevity of these games because it lets the consumers do the content treadmill for long-term engagement instead of you. If you lay a good foundation and let them build upon it, it won't matter if you give up on polishing it into a good game on its own merits.
>>
non-consensual sex with Korra
>>
>>2182635
can you hide your powerlevel, like, just a little
>>
>>2182453
AoE2 base building please(more building, more production buildings) but make sure that house walling isn't good. Make it so if you want a wall, you need to build a wall.
>>
>>2182872
You're describing Age of Empires 3, just with an unworkable hero inventory system.
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>>2182453
No thanks, one AoE2 is plenty enough for all the damage it's done to the genre. For once in your life do something right and give players game that hasn't been done to death. And if absolutely must ape something, pick a less overrated franchise, preferably one that's totally forgotten. How about Total Annihilation: Kingdoms? There's a billion SupClones doing nothing but sci-fi shit but not a single miserable dev ever gave this obscure fantasy classic a second chance. You can't fuck this up.
>>
>>2183229
>for all the damage it's done to the genre
It appears its superiority has led to some controversy
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>>2182453
Do you have any idea what you're doing or are you just posting for gratification only to quit the "project" in two weeks after you get all of your (You)s and upcummies?
>>
>>2182453
Leaving aside the fact that this will never come to anything and projects like RTS games of this scale are not one man affairs:

A large part of why AoE 2 works and can get away with its more complex economic development is that its units are generic, rather than unique and mechanically complicated. This isn't just an issue of complexity burdening the player, but a matter of design. The identical set of units between civs and lower complexity of units allows civs to have clear strengths off fairly minor bonuses; AoE is ultimately a game about snowballing very minor advantages. Investing into the right resources to make the right units has heavy strategic weight to it that really can't exist alongside a mechanically complex unit roster. The WC3 style with heroes and very distinct, faction-specific units promotes a game where micro (even low APM micro, like correct ability usage) is much more impactful to the outcome of a fight than having 10% more knights.

Also, having units with abilities or too high of a micro need would fucking suck in battles of 100+ units.
>>
>>2183229
>No thanks, one AoE2 is plenty enough for all the damage it's done to the genre. For once in your life do something right and give players game that hasn't been done to death.
...Where the fuck is the swarm of AoE2 clones blighting the wider genre? It's overwhelmingly nu-Blizzard gookclicking and Total Annihilation "spiritual successors" as far as I have ever seen.
>>
>>2183222
Fuck...
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>>2182453
there’s better bleached edits of this image and it’s kinda distracting how bad this one is
>>
>>2183229
ignore this retarded post OP. I had just been topped by my wife's bull and wasn't thinking straight.
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>>2183255
I don't know of any AOE2 successors unless you count chinese games that rip off the designs of buildings but are nothing like AOE2. Then sure.

I just want hero mechanics of WC3 better or improved. AOE2 mechanics for siege, arrows and melee.
>>
>>2183301
proof?
>>
>>2182453
Is Korra as bad as people say? Rewatched the original series recently and I've been thinking of finally giving her show a go to see what I make of it
>>
>>2182729
The commander in SupCom is basically a hero unit, and it's really good (for simultaneously dissuading and promoting rushes, etc.).
>>
>>2183229
>>2183255
What TA-likes even exist, specifically with a commander and land, sea, and air?
>>
>>2184793
zero-k, supcom and BAR
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>>2184796
Two of those aren't even A+ budget and advertising (are they even real studios?). It's definitely not "a billion TA likes".
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>>2184823
"SupClones"*.
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>>2184823
idk nta
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>>2184607
Bi dude I know said it's a show for straggots, whatever that means. Despite Korra and Asami getting together at the literal end of the show, most of it is spent on drama over various romance triangles.
>>
>>2182453
Is Korra gonna be in it
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>>2184927
Elaborate on Korra then, as a Hero. Framed in the WC3/AOE2 context. Her abilities and voice-lines and backstory as a unique character.
>>
>>2184793
Industrial Annihilation, Planetary Annihilation, Ashes of the Singularity, Sanctuary: Shattered Sun, Rusted Warfare, plus >>2184796 Basically The biggest RTS fad of the decade.
>>
>>2185098
People keep saying that RTS genre is dead when in fact the market is oversaturate, i guess people just want more StarCraft 2 even if every attempt will result in outmost abysmal dogshit, even those who claim to be looking at C&C for inspiration just make parodies or StarCraft 2 clones.
>>
more bleached pics please!
>>
I feel like the hero system from WC3 would be a major thing in the alexander campain can't even find him half the time.
>>
>>2185098
AotS didn't have zoom or all of land, sea, and air, IIRC.

SSS isn't out yet.

Rusted Warfare is 2D.
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>Planetary Annihilation was 11y ago.
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>>2185625
Did that game actually work?
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>>2182453
Pumping..
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>>2185044
She's Inuit girl who fights for the Vikings as shield maiden hero and can summon dire wolf for backup.
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>>2182453
I think creeping is an essential element of WC3. How do you envision that working?
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>>2190094
I agree with you, it's something that must exist much like AOE2 wolves.

Both? Both. I feel like in AOE2 context. Resources like large stone piles and gold piles would be controlled by creeps.
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>>2190094
age 3 did creeps
could also do like rise of legends where they control special buildings
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>>2190583
Doesn't everybody hate age3?
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>>2190590
There is an odd loyal following that still sticks it out for AoE3 DE according to Steam Charts. They get pissy on AoE2 and AoE4 posts by the devs on Steam as well hilariously enough.
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>>2184853
>a show for straggots
Straggot is a slur used by faggots against straight people so he's complimening the show
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>>2190634
it's a bad show, but that's a >>>/tv/ thing.
>>
I don't give a fuck about Korra or Avatar in general but I like chocolate anime musclegirls
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>>2190788
Help design a good chocolate anime musclegirls for anons game then.

Strength attribute.
>>
>>2190583
>>2190590
>>2190624
AOE3 creeps are like an after thought they have no purpose beyond like loot, WC3 has thought behind them there's map options to find them and there's clear placement for their location from easy to medium and hard, escalation and reasons behind where they need to be.
>>
>>2182453
Asami's futa cock really converted Korra into a bleached bunny, huh?
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>>2192436
>asami
>bleached
she's literally asian
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>>2192462
GET RICED KEK
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>>2190788
Same. Never watched the show, but have gooned countless times to Korra porn
>>
>>2192462
Indians are not asian
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>>2192564
>Stealth attempt to claim Asami as Indian
I see through your tricks.
>>
>>2182453
I would really like autocast to be on every spell, actions, etc. allowing for AI to perform blocking arrows by using shield if arrow fire if autocast is on.

Infinite production que like RON.
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>>2192577
NTA. What about a group cast mechanic instead?
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>>2192679
elaborate. as you make a good point.

You mean like many priestess are required for AOE healing spells or what
>>
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>>2192572
>>
Not OP, but I figure I should bump this thread in honor of NNN starting tomorrow
>>
FINE, I guess I'll jerk off to Korra...
>>
>>2182453
Do you have single player, or laddering in mind?
>>
I wouldn't mind an extreme female faction basically germany from the 40s.
>>
>>2182453
I haven't played much AOE, but I think the upkeep system in WC3 was really important in the game's pacing.
>>
>>2182453
>>
>>2197679
This
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>>2197679
>>2199121
Stockholm syndrome, that system is a piece of shit.
>>
>>2197679
>>2199410
Hold up.

What if. 200 pop for AOE2. 500 pop for high keep everything is high price.

You could overboom into 500 pop but like
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>>2197679
Nah it resulted in the disastrous mercenary and summon era of the game. You should be encouraged to build your own troops, not cheese limiting mechanics.
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>>2182464
RTS where all the units are lusty foids and the combat is won by whoever brings the opponent to orgasm first. the resource you use to build more lusty foid units is breast milk, that you get from milking machines in your main
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>>2195870
friend of mine once said that the Japs are so batshit, that if they allowed women to serve in the army in the 30s the rape of Nanking would've been 10x more brutal
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>>2200089
i really should learn how to code and how to do 3d modelling
i am too lazy to do that thoughbeit
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>>2195870
When I was worldbuilding for a strategy game that I was never going to develop, I came up with an extreme matriarchal faction that basically views men as nothing more than laborers and foot soldiers while every skilled or artistic occupation was done by women. Women would be rulers, musicians, officers, doctors, and so on while men would just be low status and disposable. Men who proved themselves in combat were the ones who got a chance to reproduce, or maybe exceptionally beautiful and twinkish/effeminate men were used as boytoys by the matriarches. The society wouldn't be egalitarian between women, either, with more beautiful and talented women being higher status than less beautiful and talented ones. And the women wouldn't be incapable of combat, the officer class and elite guard and soldiers would be made up of women skilled in combat to physically enforce the matriarchy when womanly charms fail, and they obviously wouldn't trust men to be police women.
I theorized that this society would have a lot of men who abandon it because obviously they don't want to be incel second class citizens and they instead go out and raid other countries for women, or there would be some who legitimately troon out to try to get the benefits of being a women, but are brutally executed if the rest of female society finds out they're actually a men. But still plenty of men would be utterly buckbroken and pussywhipped simps and happily die defending said society for the possibility of a crumb of pussy.
The general aesthetics of the society was how neoclassical artists depicted pagan Germania, with the warrior women being like walkuren and some Greco-Roman aesthetics as well.

Half of it was me thinking with my dick, the other half was me reminiscing on how cucked western society has become with all white collar jobs being turned into jewish adult daycare for women while young men aren't going to college or getting jobs.
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>>2200131
you should develop it and post a demo on F95, rake in patreon cash
>>
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>>2200141
It wasn't intended to be a porn game but rather a strategy game exploring religious, political, and sociological themes in a country undergoing revolutions similar to 1790 or 1848 Europe, and the matriarchal tribes were supposed to be a sort of pagan nativist faction in contrast to monothiest, dualist, athiest, and shamanist/ancestor worship religious factions. The player would be able to side with one of those and get bonuses depending on their faith, alongside choosing a political faction between different flavors of reactionaries and revolutionaries including absolutist, noble, or theocratic reactionaries and liberal, leftist, or proto-fascist revolutionaries.
>>
>>2200131
>The society wouldn't be egalitarian between women, either, with more beautiful and talented women being higher status than less beautiful and talented ones
A Stacyocracy? Sounds hot.
>>
>>2182453
I liked the day/night cycle in wc3. I wish Blizzard did more with it.
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>>2203083
>Like what? archers inaccurate at night, gunpowder units inaccurate at night, units carry around torches and hide with putting them out? luna and moonless night.
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>>2203257
I like your torch idea. I was imagining sapper type units laying traps, or disabling enemy traps, creeps that patrol at night (maybe a haunted battlefield?) and battle of Teutoburg Forest style ambushes.
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>>2207083
So wolves come out at night and hunt villagers, working, long matches became haunted with undead creeps, creeps patrol at night is a good idea make them more like camps rather than players, like blackthorn bandits from WC3
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>>2207325
That sounds pretty cool to me. Would you have a xp system?
>>
>>2207083
Traps that take out a few units are okay, but not if they can swing entire battles/games
>>
Taurens at fucking tier 2, Ned.
>>
I like AOE2's more complex economy, with multiple different resources to manage. Lumber also doesn't scale very well in WC3.
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>>2182453
Please make your elves less imba
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>>2220959
>imba
limba? like you want elves that are like just humans but good with magic or do you want humanie slayer 69 hyped up on magic with the body of a body builder that out of his mind casting magic left right and center.
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>>2221133
Imbalanced
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>>2223179
Brainrot terminology
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>>2182453
Won't work.
Heroes units only shine when they have a major impact on any engagement's result. That's why WCIII has it's supply system push toward using small armies as much as possible, because if the masses get too big then the heroes become just a slightly stronger shmuck.

Throwing that into AoEII much larger scale is bound to just not work, unless you boost heroes to the point they are actually stronger enough to have a major impact again - but then you will reach Dynasty Warrior-tier of powers.

You are tie together two concepts that are going in perfectly opposite directions.
>>
>>2228505
what about heroes using support abilities for his army / specializing in sieging or taking out enemy heroes?
look at the rise of legend where giacomo is a main support hero of the vinci and the doge is sniper/sieger unit
>>
>>2182453
I think the different armor and attack types in Warcraft 3 are pretty integral. They're one of the things I think about most when laddering.
https://liquipedia.net/warcraft/Armor_and_Attack_types
>>
>>2231002
WC3 needs a more defined attack system, since chaos is just objectively best with little down side.
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>>2231106
Only high level creeps use chaos damage though.
>>
>>2232416
*Coughs* Hereos
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>>2234323
Only demon hunter uses chaos damage, and only when using his ultimate ability.
>>
>>2234323
Hero's have their own damage type
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>>2203257
>>2207083
>>2207325
Ngl sounds pretty badass
>>
Here's what, I'm currently thinking about rocketry.

As i'd like to implement rocketry aswell, as cannons. Like stereotypical Chinese rockets think Mulan animated cartoon shoots the dragon rocket.

OKAY! So. Soft attack, Hard attack, Piercings.

If your familar with HOI4 you know those and AOE2 has some similar not fleshed out.

So what would happen rockets would have high soft attack against low armored troops, but heavily armored things like knights would be useless.
>>
>>2200131
This is just nomadic saharan cultures with germanic paint
>>
>>2192691
>You mean like many priestess are required for AOE healing spells or what
Yeah, something like that. I'm imagining casters being able to cast their spells individually, but also as a group collaboratively.

For example, say you have shaman with the ability to cast a gust of wind. That spell could go from > wind > dust devil > tornado > hurricane, depending on how many shaman are collaborating on it. Or to use your example of priestesses, their healing spell could scale from > heal unit > aoe heal > healing aura.

I also think synergistic spells would be interesting. For example, imagine if in WC3 the Fire Lord could light the KOTG's Trents on fire before you send them to an enemy's base.
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>>2243939
They weren't matriarchal?
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Blend of aoe and wc3? Curious how that would work. Aoe 4 at least have different builds that is more "diverse"(hate that word) than wc3. So its cool to have optional buildings within a faction. Instead of just spamming bears and go demon hunter.

i also assume its without hero exp? But then its harder to balance the hero or make them relevant outside the early game. Aoe4 have some kind of hero unit already and sometimes they fall off once the giga chad units in T4 are out. Maybe Hero units have different kind of spells or abilities with long cooldowns. So you balance its power with risk. for example a big aoe explotion, with 3sec cast time. 20min cd.


Also another idea, make a elf faction that have both chokolade elfs and white elfs. Make em hot and their skin colour is based on the build order you choose.
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>>2182453
Hey, OP! I think your game should include elements of Hindu mythology. There are many tales that mirror the hero-unit system in WC3. Specifically the tale of Hanuman setting fire to Lanka, flying across the ocean to locate Sita, and leading an army of monkeys into battle against the demon-king Ravana, is very reminiscent of the story of Prince Arthas purging Strahnbrad, then leading his forces to Northrend to face Mal'ganis.
>>
Actual strategy gamedev here, you are already going about it the wrong way. I've read a lot of lore in this thread but less than 5% was about mechanics, coding, or how the game will actualy work.

There is a massive discrepancy when it comes to user-dev discussions that most people dont understand, when you make a thread like this, people will give "suggestions" like "wow, you should make the elves do backflips when shooting arrows, that would be sooo cool!!". When in reality what you need is mechanical information on how to code and organize the X Y axis coordinates so that the elf model dosent fly off the screen, and how to make sure a projectile is generated at the exact moment the elf sprite/model is facing direction X at rotation Z.

Any idiot can come up with a billion great ideas, a gamedev is someone who can actualy implement them, make them work without frying the users cpu, and make sure every tiny action a unit takes dosent break every other line of parallel code keeping the game working together.

This may sound mean but i'am just going to be honest: If you are trying to make some "dream game' with 0 prior experience you are going to fail catastrophicaly. This is double for RTS games wich are by nature extremely complicated to code and get working. There is a reason most companies are terrified of trying to do RTS, its not jus about the small market for it, but that the games themselves are incredibly hard to make compared to something like like an action adventure or fps game.

Have you considere making the game turn-based instead of real time? That alone makes strategy games much easier to make and obscenely less demanding on the users ( specs of the intended audience would actualy be able to play it).

Something else i notice from potato brain "ideas people" is that they want this and that and the other thing and etcetc and they dont understand that hardware capable of running that smoothly wont be invented for another 10-15 years



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