Archive for the ‘RTS Game’ Category

RTS Engine Development in XNA – Start from scratch or build your own?

Sunday, November 22nd, 2009

When it comes to building games, frameworks are what provide the tools for developers to do their job easier, without having to re-build every game component from the ground up, and also negate the developer from having to develop device drivers and the like. This not only saves time, but allows developers of games to concentrate on getting to the “nitty gritty” of games development, such as the way in which units behave, creating terrain, etc.

When embarking on the creation of an RTS Game, such as the game being developed by myself and Nick, the first question asked is “do we use an existing RTS Game engine (either written in our preferred language or ported), or do we create our own from scratch?”

We decided that given my lack of prior XNA knowledge, it would be best for my game development skills to create an engine from scratch. Not only would this allow our coding skills to become better, but this would allow us to create the logic for our game from the ground up, giving us full control of what the engine does and possibly give us a seperate product we can use to create further games. The only downside is, this approach inevitably takes much more time. This has probably been the single biggest contributing factor to the slippage in the development timescale of our game.

I remember talking to Nick about this subject during my recent visit to Birmingham and we eventually settled on an answer of whilst it is always down to the preference of the developer/development team, generally speaking by going straight into game development using an existing engine, developers will not get an appreciation for how the engine works at a code level (i.e. there may be things that could be improved or perhaps certain operations perform badly on a PS3). New developers entering game development should at least make a simple prototype game engine that demonstrates a grasp of key concepts, such as loading terrain, unit loading and maipulation, pathfinding for AI, etc. This means that when they come to use an existing RTS engine solution as a base for their games, they know what it does and the concepts behind the things it can do.

AllportGreenhillGames is still alive!

Sunday, October 4th, 2009

In case you thought we’d dropped off the face of the earth since our last blog post, Nick has been grafting away doing some magic with Blender. He’s put up the latest post in the AllportGreenhillGames adventure, so be sure to give that a read. Whilst I’ve been making the libraries interface-driven and more readable, Nick has been getting his 3D skills put through their paces. In short, we should have some screenshots of a game world with a few custom units on it within the next month. I’m personally very excited, as it means we’ve finally turned the corner of finishing the preparation work of the game engine. We’re now able to turn or focus to getting some 3D models in our game world and start manipulating them.

Whilst I can see Nick getting increasingly good at Blender and me continuing to work on manipulation of units, we’ll have to have a think soon about the actual unit strengths/weaknesses and of course the storyline in our game.

Oh, and in case you didn’t know, our game is going to be Real-Time Strategy.