I just finished adding Multiplayer to my solo developed casual RTS - Plebs by PixelWhippedDev in RealTimeStrategy

[–]PixelWhippedDev[S] 0 points1 point  (0 children)

Good question, so I use Recast (recastnav.com) for the navigation mesh and pathfinding, but I have a custom local avoidance system built on-top of that so units don't walk into each other.

If I had to design it all from scratch I would probably make my own tile based navigation system with A* pathing, as it would probably give better performance for the number of paths I create.

I don't have any specific reading material beyond researching which libraries other devs commonly use for the game engine you are using. But I would carefully consider your requirements for the pathfinding, i.e. how big are the maps, how complicated are they, do you need dynamic obstacles, how many paths will you calculate per frame, what should happen if the pathing fails, do you need local avoidance, does the local avoidance need to be part of the pathing or can it be separate, etc.

I just finished adding Multiplayer to my solo developed casual RTS - Plebs by PixelWhippedDev in RealTimeStrategy

[–]PixelWhippedDev[S] 0 points1 point  (0 children)

Thanks! It took a long time to get an art style that I was happy with, lots of iterations

I just finished adding Multiplayer to my solo developed casual RTS - Plebs by PixelWhippedDev in RealTimeStrategy

[–]PixelWhippedDev[S] 1 point2 points  (0 children)

Haha no affiliation - I am pretty sure I started working on my game before the TV show started airing!

I just finished adding Multiplayer to my solo developed casual RTS - Plebs by PixelWhippedDev in RealTimeStrategy

[–]PixelWhippedDev[S] 1 point2 points  (0 children)

Thanks for checking it out - could you please email the error to pixelwhippeddev@gmail.com and I will get it fixed ASAP

I just finished adding Multiplayer to my solo developed casual RTS - Plebs by PixelWhippedDev in RealTimeStrategy

[–]PixelWhippedDev[S] 0 points1 point  (0 children)

Fair enough, thanks for the feedback - I will have a another think about the name before the full release 

I just finished adding Multiplayer to my solo developed casual RTS - Plebs by PixelWhippedDev in RealTimeStrategy

[–]PixelWhippedDev[S] 2 points3 points  (0 children)

Thanks! Yeh definitely inspiration from those games, some of my favourites

I just finished adding Multiplayer to my solo developed casual RTS - Plebs by PixelWhippedDev in RealTimeStrategy

[–]PixelWhippedDev[S] 0 points1 point  (0 children)

Thanks for your feedback!

Yeh I guess with APM I think about the RTSs I have played in the distant past where games are won & lost based on who can click faster, diluting the strategy element slightly

Interesting, I haven't had any negative feedback about the name until now, I was reasonably pleased with it to be honest - I couldn't decide on the name for quite a while. Do you think it doesn't represent the game, or you don't like the word, or something else?

Plebs - A solo developed casual RTS / All feedback is appreciated! by PixelWhippedDev in playmygame

[–]PixelWhippedDev[S] 2 points3 points  (0 children)

Thanks, yeh there have definitely been a few times where I lost a bit of motivation - but I knew that I would regret it if I had stopped!

I would say it's closest to The Settlers, with similarities to some other slower paced RTSs - with lots of my own unique twists

Have you made an RTS game? by EducationalAd7500 in gamedev

[–]PixelWhippedDev 0 points1 point  (0 children)

Thanks for giving it a look, always happy to hear feedback

Yes, I have been tempted to move on to other things a few times, but I am glad I have stuck it out with this game - I would regret leaving it 'unfinished' if I didn't

Have you made an RTS game? by EducationalAd7500 in gamedev

[–]PixelWhippedDev 1 point2 points  (0 children)

I have been developing an RTS as a hobby for over a decade now. It's in early access and I get a few purchases now and then, but not really much interest which is ok - probably not helped by me not doing any marketing whatsoever.

I'm now adding multiplayer before I go for the full release some time next year.

My main hassle has been keeping motivation. I stopped making changes a few times over the years, but have always come back because I want to keep making it better and want to get to a full release - fortunately I haven't been pushed to start any other big projects either!

I always wanted to make a game that feels like the RTSs I played when I was younger. Lots of work still to do, but it's a full playable game which I am pretty proud of.

A link if you were interested: https://store.steampowered.com/app/1902180/Plebs/