Java real time strategy game development

后端 未结 6 2021
予麋鹿
予麋鹿 2021-02-05 17:42

I\'m coming to the end of my first year of CS and I thought a great way to consolidate all the things I\'ve learnt this year would be a personal game project.

I would li

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  •  暖寄归人
    2021-02-05 18:00

    I'm thinking along the lines of starcraft I, warcraft II or even command and conquer

    Make sure you purge your mind of matching the full scope of any of those. They took large teams of developers multiple years to make, with multi-million dollar budgets, so you can't even hope to approach those. They're called AAA for a reason. That being said, there's no reason you can't very minimally ape their design, or make a tiny game in their genre, assuming you have previous experience making small games.

    A sub-genre of RTS that might be doable in that amount of time is a Tower Defense game. Plants vs Zombies is a good example. The reason I suggest this sub-genre is that you can avoid implementing any sort of AI or path-finding, which are notoriously difficult to get working, and I think technically impossible to implement "perfectly", especially with a limited CPU budget.

    Make sure to reign in your scope. Favor a "complete" game over new features, because you can then call it "done" at any time. Get your game playable ASAP, and don't sweat the polish or details until you have to. Add one enemy type and one type of player unit (with only one ability, if you were thinking of implementing multiple abilities per unit). Make a title screen, menus (even if the menu is just "click screen to play"), game over screen, level complete or stat screens, cross-level player statistics, etc. Once you have all that ironed out, spend equal time adding new features and polishing the gameplay/graphics/bugs.

    Once you have a playable, "complete" game ready (no matter how small in scope), find a real artist to do graphics for you. A shiny game always draws an audience, no matter how simple the gameplay.

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