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| Battles are us (prototype) Coding [Wed, 27 Jan 2010 17:52:14 +0100] |
| Just stumbled upon an experimental project I worked on a few years ago. |
| It is an unfinished (surprise surprise) top down strategic game.
The main purpose was to experiment with Red5's RTMPT but it went a bit complicated. Here is the link to the game: http://luaye.com/battlesrus/ There is no computer players so you really need to either get someone else to play with you are you just make 2 windows and join your own game. MORE IMPORTANTLY: It is an UNFINISHED project! How to play? - You command your own coloured units - You can control them by selecting them and clicking on where you want them to move to. - Drag select (or shif select) to select multiple units. - Your units will automatically shoot at nearly enemy units. - Double click on your main building to make new units. - Currently there is no 'game over' condition, i.e. it will never end. - Just refresh the page to exit :) I stopped working on this game because I didn't feel like there is anything new in this game. I was almost remaking a game in flash that's already out there in non-flash platform. I needed to stop and re-think of a better concept to at least be different from others. I am in overall satisfied with the experiment. I managed to learn several things from this: - RTMPT mainly remote shared objects - Path finding (A*) - AI (such as units knowing their surrounding and shooting at enemies) - UI for multiple unit controls - "Fog of War" effect (where you can only see nearby enviroment of your own units) - Speed optimisation - A bit of java coding to manage Red5 side, (assigning user ids, lobby instances and clearing up finished games, etc) |