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I found writing Sequtus that there were a lot of things that I took for
granted in RTS and the project started to seem like it would never get
anywhere. I thus made this list of all the things you might want to include
in an RTS, you can pick from here what you want in your game and get a much
more accurate idea of how far through it you are. If you have anything to
add to the list then please do let me know.
Core logic
==========
Collision detection and handling
Teams
Terrain
Unit life and death
Line of Sight
Fog of War
View
====
Scrolling (Mouse + Keyboard)
Minimap scroll (scroll to a location via the Minimap)
HP bars
Animated units (e.g. smoke coming from chimneys)
Selection
=========
Single unit selection (Click a unit to select it)
Shift + Single unit selection
Drag selection
Shift + Drag selection
Double click selection (all units of that type on screen)
Shoft + Double click selection
Control key grouping + selection
Double tap group key to scroll to group
Micro control
=============
Formations
Hotkeys
Suicide command (useful with unit limits)
Macro control
=============
Order queues
Build queues
Auto targeting (units don't sit there taking damage)
Issue orders via Minimap
Pathfinding (threaded where possible)
Concurrent / Distributed building
Common abilities
================
Move
Attack
Defend/Aid
Repair/Heal
Build
Direct weapons (lasers)
Indirect weapons (catapults)
Uncommon abilities
==================
Disguised units
Automation
==========
Rally points
Local AI
========
Unit attitudes (aggressive, defensive etc)
Smart targeting (units shoot at what makes sense)
Global AI
=========
Computer teams
Gameplay / Game rules
=====================
Unit experience gain
Tech trees (Need A to build B to build C)
Diplomacy allowing for subterfuge
Team unique units/buildings
Misc
====
Recordable games / Playback function
Variable game speed