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Rts – Building Placement (Week 11)

With the end of the trimester approving the mindset is a mixed bad to say the least. This Week we implemented more on our RTS frame work  we focused on getting building placement’s functional, which will prove useful in the next assignment.

In a RTS like ‘Banished’ you can see this idea of a pre-building placement, with green and red indicators for the placement zones, ‘red’ indicates when the placement is obstructed by another building or unit, and ‘green’ specifies where the building is not obstructing anything

We implement this idea of a pre-building or “ghost”,  which would be on the player’s mouse location, when they were deciding on a location for the building to be placed. Then, when the player had chosen a location for their building to be placed and the pre-building would be replaced with the building model. Many games from the RTS and strategy genre implement this concept of pre-building, for instance the games from blizzard entertainment WarCraft series and Starcraft uses this feature well, and it adds a good scene of player feed back that is intuitive to players scenes.

Animation for our buildings was another feature we touched on. We wanted to create a brief animation movement for the building, so when the player’s click was on a valid location for the building to build, the animation would happen and rest in the final build position . This animation of the building raising out of the ground was a simple example of what was Warcraft-3-Reign-of-Chaos-small-286.jpgpossible, but it does add a little more appeal and visual stimuli for the player, doing this give something for the players to engage with and fell rewarded with this animation otherwise it would be boring for players to engage with.

 

 

I’ve been trying to transfer this pre-building and building placement to my final project, and all is going well. Nowto get profection on player to indcate selected players and also resource gathering for players to use to build structures and units.

 

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