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What factors contribute toward making a real-time strategy game enjoyable?

  • I am working on a real-time strategy game at the moment. I have the infrastructure in place, and the single player mode is currently playable (but incomplete, in that I haven't established specific unit abilities, upgrades, build queues etc, only placeholders as proof of concept). Now I'm trying to work on the actual game design and mechanics, and I thought I'd try to get peoples' opinions on what they enjoyed about RTS games they had played. There are a few things I'm currently conflicted about. One thing I was wondering... how important is multiplayer to you? On the one hand, multiplayer is one of the things I personally love about RTS games, but over the years I have found that RTS games have become so competitive that they require many, many hours of practice and researching the meta-game to be competitive. It then becomes about knowing which strategies tend to work well, improving your APM (actions per minute) and, basically, just knowing the game and having more experience than your opponent. I am considering making the multiplayer more of a collaborative thing where you team up with your friends to fight intimidatingly powerful AI opponents rather than competing with one another (i.e. focusing more on co-op than competitive multiplayer). I have no idea whether this would have much appeal to people though. I'd also like to know about features you particularly liked about certain games, in terms of particular units you might have liked in games you had played, visual styles, music styles (atmospheric versus epic soundtracks, both perhaps, based on what is happening in-game?). Currently I have adopted the (slightly old-fashioned) Starcraft / Warcraft convention of having a fixed viewpoint (fixed camera viewpoint rather than allowing you to zoom and rotate), because I have personally found that it doesn't contribute much to the game for me personally. However, that's just a personal preference -- perhaps it's a limitation I shouldn't impose? Regarding base building... I'm a big fan of base building (as opposed to the recent trend to de-emphasize it and focus on tactics only). But does anybody else find the initial base building phase at the start tedious, in that you waste 5 minutes at the start repeating the same recipe over and over? At the moment I have instantaneous building construction (and so resources are the limitation with regard to how quickly you can build) -- people seem to like it, as it allows the game to progress to the interesting phase very quickly (but with sturdy defenses available early on to discourage rushing). Does this sound appealing?

  • Answer:

    I myself have played RTS type games for the last 2-3 years and based on that experienced i myself find 2  major factors that seriously affect the games performance : The first , as you said  would certainly be APM ( actions per minute) , it might be interesting when we start learning the game , but at the midst of all the action of the game , it really gets tiresome .... but most interfaces are quite good at adapting to changing scenarios like AOE 1,2,3 ; sins of solar empire, warcraft , LOTR  ... etc  for use during important times like wars etc The second ( mostly for online based RTS ) is Gold/premium abuse  which leads to dissatisfaction amongst most players as it disturbs the base of the game . ON the Plus side ...... for myself i do like the " experience " part as it lets me explore the game and find new strategies that helps me perform more efficiently and effectively against opponents in these games ..... yeah sometimes it gets a bit scary against too experienced players :p but without them there would be not much challenge for Players in the multi player mode . And i do enjoy the base building part especially at the beginning , it helps me to liven up the game for myself  and help me to build things in the way i would want them to be . Well Thats All from My Part , Hope it helps , Best of Luck for Your Game :)

Anindya Saha at Quora Visit the source

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