Hello fellow strategy game enthusiasts! It's almost been a month since I started completely rewriting and enhancing the pathfinding for my game. In this short update I'm going to get into what I've been up to over the past two weeks.
The past two weeks I've been struggling with implementing a well-rounded solution for local avoidance (logic ensuring that units don't run into each other).
Often I find myself poking and prodding at different ways to enhance the logic, generally met with unworkable results.
Actually, a common way to implement local avoidance is using the RVO/2 algorithm.
However, I'm afraid that using RVO/2 could get very complicated in certain situations.
I'm still hoping that my own take on local avoidance could avert some of these shortcomings and complexities right from the start.
However, there are still a lot of issues with my current approach.
I won't get into detail on how it works (because I like to keep some secrets 😊), but currently the most prevalent issue is that units can't make up their minds on which way to go around oncoming traffic.
"Should I go left or right?"
"Lets go left!"
"Wait a second, let's evade to the right instead!"
"On further consideration, lets go left!"
As you can imagine this often results in units colliding with each other.
I expect to work a couple more weeks on this topic before moving on to other tasks.
But in the meantime... Consider wishlisting Assembly RTS on Steam - The atmospheric physics-based real-time strategy game with deep customization options, built for seamless multiplayer!
Improving pathing for Assembly RTS, a real-time strategy game with deep customization mechanics. Discover seemingly endless possibilities. Assemble your...
Advanced pathfinding and local avoidance is coming to Assembly RTS, a real-time strategy game with deep customization mechanics. Discover seemingly endless...
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is this project at all inspired by earth 2150?
I never played Earth 2150 but I can see some similarities.
My main source of inspiration is Command and Conquer Tiberium Wars 3.
Interesting project :)
good luck, looks nice Im only affraid of you considering to remove the infantry :_(
Update:
Infantry is now officially a part of the game 👍
Thank you! For now, I estimate that infantry would be too slow compared to all the other units available and also more challenging to implement. However, it's early days so a lot can still change 🙂
nice, may wish to reach out to some of the artest on the thingverse and ask if you can use there mech files . will save you time and allow you to add some more units easly. just a thought
Thanks for your suggestion! I don't plan to add many mechs to Assembly RTS so I don't think that will be necessary.
It's also important that everything keeps a coherent art style.
Most units will be hovercraft. These are far less work to create.
Thanks for your support. If you have any other suggestions please let me know.
Hello, nice project, do you have a discord ?
Update: There is a discord server now
Discord.gg
Hey, glad you find Assembly RTS interesting! At this time, I don't have a Discord server set up for the game. However, I also post updates on my YouTube channel and Twitter account if you'd like to stay updated on the game's progress. Thanks for your support!
youtube.com/@seannowotny
twitter.com/SeanNowotny