Lu Aye's
Blog, images and projects: Feed
LuAye.com
RSS Feed 
| All | Life | Ideas and thoughts | Reviews | Shout out | News | Coding |
<Previous Post Next Post>
Battles are us (prototype)
  Coding
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)

  Post a Comment
Name :
Email :
Comment :