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Sure. I replaced the building system with a big portal that each team controls. Instead of in-game buildings, I built a menu/UI system that allows the player to
by bob1029 2y ago
Sure. I replaced the building system with a big portal that each team controls. Instead of in-game buildings, I built a menu/UI system that allows the player to control which units would come out of the portal. Units don't take commands from the player (another massive simplification). They only seek out the enemy portal and will engage other units on that path automatically. Destruction of the portal is the win condition.
Unity's navmesh system is doing most of the heavy lifting right now. It's amazing how much functionality you can get out of it before you have to reach for physics and animation.
- iamacyborg 2y agoSounds vaguely similar to a late 90’s pc/playstation game I recall playing, although that also had capture points and the ability to build defense structures along the predetermined paths. Edit - this one https://en.wikipedia.org/wiki/Future_Cop:_LAPD https://en.wikipedia.org/wiki/Future_Cop:_LAPD
- kaz-inc 2y agoThis reminds me of something mixing the Age of War flash game (which had great music) and TeamFight Tactics (TFT). An RTS without some kind of unit control seems strange, but interesting as it is often the greatest barrier to accessing the game.