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LEGO RTS Game, Anybody Interested?


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#16
jamesster

I got a basic minifigure modeled earlier today, suitable for RTS type stuff in terms of polygon count. The rest of the day was spent trying to get the darn thing to play nice with Wings3D... Long story short, it didn't, and I no longer have any desire to work with that program after several crashes and finding that its basic file structure makes it impossible to do what I need here. So, I'll import this model into Blender sometime tomorrow instead, and make the final adjustments (mainly tweaking the smoothing/normals). From there, it's just a matter of setting up the model in UpSpring and exporting it to Spring's s3o model format, animating it, and configuring its in-game stats. When all that's said and done, we should have... A plain minifigure that can run around and maybe shoot stuff.

Woot.
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#17
Alcom1

Yes I am interested.

 

Edit: Oh wait, you stopped liking wings. :(



#18
jamesster

Yes I am interested.
 
Edit: Oh wait, you stopped liking wings. :(

Oh yeah, I remember this. Eh... It's got a ton of places where the polygon count could be lowered (most notably the hinges like you see on the arms), there's vertex fans everywhere, and the tris are set up in weird ways on curved surfaces that make stripping impossible (the wheels are examples of the latter two). Since Spring uses textures for everything, might as well use that for finer details like studs and grill tiles, too. The Recon Robot is a set I'd like to include, though, it's got obvious team color highlights, and a great reto sci-fi robot feel to it.



To anybody who wants to assist with this in some way, take a read through this:

http://springrts.com/wiki/Gamedev:Main

Preferably all of it. Have fun.

#19
The Ace Railgun

I'd be up for doing any graphics stuff if you need more people. Sounds like an awesome project, though I can't wait to see what it becomes.

#20
Alcom1

Oh yeah, I remember this. Eh... It's got a ton of places where the polygon count could be lowered (most notably the hinges like you see on the arms), there's vertex fans everywhere, and the tris are set up in weird ways on curved surfaces that make stripping impossible (the wheels are examples of the latter two). Since Spring uses textures for everything, might as well use that for finer details like studs and grill tiles, too. The Recon Robot is a set I'd like to include, though, it's got obvious team color highlights, and a great reto sci-fi robot feel to it.

I'll certainly fix and map it. I was hesitant to do so, not knowing what sort of maps we would use; if we would have maps for studded and tube sides. Two questions:

 

1. Fans... you mean the pattern on the studs? I thought that that was only a noticeable problem as the poly-count of the fan got really high.

2. What is stripping?



#21
McJobless

If I wanted RTS I'd buy a board game. No thanks.

#22
jamesster


Oh yeah, I remember this. Eh... It's got a ton of places where the polygon count could be lowered (most notably the hinges like you see on the arms), there's vertex fans everywhere, and the tris are set up in weird ways on curved surfaces that make stripping impossible (the wheels are examples of the latter two). Since Spring uses textures for everything, might as well use that for finer details like studs and grill tiles, too. The Recon Robot is a set I'd like to include, though, it's got obvious team color highlights, and a great reto sci-fi robot feel to it.

I'll certainly fix and map it. I was hesitant to do so, not knowing what sort of maps we would use; if we would have maps for studded and tube sides. Two questions:
 
1. Fans... you mean the pattern on the studs? I thought that that was only a noticeable problem as the poly-count of the fan got really high.
2. What is stripping?


I'll see if I can form some guidelines for the models eventually. I'd explain triangle stripping myself, but I'm rather low on time this morning so I'll just provide some general links:
http://wiki.polycoun...timization Tips
http://www.ericchadw...ovost/byf1.html
http://www.ericchadw...ovost/byf2.html
 

If I wanted RTS I'd buy a board game. No thanks.

I've never thought of board games as real-time strategy (don't things like that typically use turn based or similar systems?), but Brikwars is pretty fun.

#23
jamesster

I got a test unit in the game and it didn't explode in my face! :D

pewpew_test_brick.png

Now to actually make something that isn't useless. Also, you can't really tell in the screenshot, but it's quite a bit larger than it should be.
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#24
MisterGryphon

I got a test unit in the game and it didn't explode in my face! :D

pewpew_test_brick.png

Now to actually make something that isn't useless. Also, you can't really tell in the screenshot, but it's quite a bit larger than it should be.

 

What's going on in the HUD there?



#25
jamesster

What's going on in the HUD there?

Resources at the top, minimap in the top left corner, unit controls center left, unit stats lower left corner, and player info on the lower right corner. Oh, and a timer showing how long the game has been going in the upper right corner under the resource meters.
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#26
ProfessorBrickkeeper

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Hmmm... I could certainly help with things like textures (I certainly have the experience and expertice required) if there's room for anybody else on the team. I guess I also ought to download and start getting familiar and training myself with Spring so I can possibly help on that front as well.

#27
MisterGryphon

I'm interested in textures as well if at all possible.



#28
jamesster

A couple quick updates. First, the idea of a single global faction has been dropped - instead, I'm planning on three factions. But before I explain just how that will work, here's how I've concluded that having only one set of units to choose from is a bad idea:
  • While researching the issue, I found this review of a game called APOX, which only has one faction. As the reviewer put it:

    You simply can’t make a RTS with just one army. Half the strategy is in understanding the different tactics that must be used versus different factions. “Know thy enemy” becomes a moot point when they use the exact same troop types and tactics as you. It becomes tedious very quickly too. Someone needs to be good and someone needs to be bad. People like to take sides, whether single or multi player.

    APOX is a post-apocalyptic setting where apparently all philosophies have been set aside and everyone conforms to the same methods of combat. In any other RTS I’ve played, while the theme may remain the same, each session felt unique, in APOX it just seems like the same thing over and over again.

  • This article.
  • This poll, which seems to confirm that the previous article's talk about 3 or 4 factions being the "sweet spot" is pretty accurate.
  • From 1987 to 1999, nearly all major LEGO themes followed a three-faction system, with heroes, villains, and civilians/natives/some other sort of special faction. Ignoring this in a game based on sets from that time period just seems awkward, like a missed opportunity. Also, as almost every theme followed this system, it's still possible to divide things up this way and still give each faction a wide range of units from multiple themes - namely, Castle, Pirates, Ninja, Western, Aquazone, and Space.
I know Addictgamer liked the idea of a global faction, but I'm not so sure it's a good idea for the reasons listed above. However, Addictgamer did bring up an idea I do like, where the theme progression of units the player can build runs along with how advanced they are in technology. So, players would start with basic Castle themed units and such, and work their way up through Pirates and Western and whatnot, with the final and most advanced tier of units being Space themed.

#29
BobaFett2

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Would it be helpful to create models in LDD to export to LeoCAD?


You're using sets from old themes, right? Do you want them to be updated or modified or in their original form?



#30
le717

Would it be helpful to create models in LDD to export to LeoCAD?


I haven't had a chance to look through Spring, but would it be possible to create the sets in LDD and import them as object files? Of course the limbs would be separated for movement.
If so I'd certainly like to recreate sets/modify them slightly and help with the team colours.

Sorry, LDD is of no use here.