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Thread: „Age of Total Heroes” - Custom RTS System

  1. #41
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    Quote Originally Posted by 困兽 View Post
    I'm developing a game like dota2, but I can not find a solution for pathfinding between units. Can you give me some advice or how can I get your project for study?
    Hi,
    as I know dota2 does not presents too many units on the map, so if it is similar in your game, the built-in navmesh pathfinder with crowd enabled could work fine, and you can use behavior trees (I'm also working with it in another project, where my part is multiplayer RTS AI). But since it utilizes ACharacter-s, the load on network is becoming high if you increase unit quantity over say 100.
    If you need more units, more unit types having different size, and especially if the units should have different movement capabilities, you probably need a custom pathfinder, and an optimized network handling, which is possible in UE4 as I can see. What I found a suitable concept is linked in my 1st post, presenting the pathfinder system of Company of Heroes. Of course, my solution is different, and features a very different formation system because of the different military era (keeping position rather that looking for cover points). I will share a tech demo, which could be useful for you to get some inspirations or to make your decision, but I'm always extending its features (currently working on multiplayer) resulting in postponement repeatedly... I'm also planning to convert it into a plugin, thus it could be available in Marketplace or elsewhere, but despite the core is ready and works great, currently I cannot say an exact date, because it would require a smoothly working test project (a little siege scene).

  2. #42
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    @sivan, which here is with distance the best rts system what is in development for UE4, hope it will also really published for the marketplace, need it urgently for my scifi company of heroes.
    Please continue the work, you will surely be rewarded for your troubles. My childhood could become true

  3. #43
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    Any chance that the plugin gets coversystem out of the box for 5 men squad size?

  4. #44
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    In theory it is not a horrible task but requires a different formation positioning system that prefers nearby cover tiles over formation positions, some further tile data storing cover directions, and a somewhat automated method to define them when doing map decomposition, I mean when processing the nearby tiles of foliage, obstacles, and buildings.
    The smaller the group, the faster the prosessing. I add it to my future tasks list

  5. #45
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    Quote Originally Posted by theevil128 View Post
    @sivan, which here is with distance the best rts system what is in development for UE4, hope it will also really published for the marketplace, need it urgently for my scifi company of heroes.
    Please continue the work, you will surely be rewarded for your troubles. My childhood could become true
    Thanks. It is going to handle smoothly a CoH styled rts, especially in single player mode. On my new laptop performance is better by approx 50%, and it is not a gamer pc. Currently the multiplayer development slows me down. The essential parts are done, but the player control is a bit tricky because of the client-server architecture.

  6. #46
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    Quote Originally Posted by sivan View Post
    Thanks. It is going to handle smoothly a CoH styled rts, especially in single player mode. On my new laptop performance is better by approx 50%, and it is not a gamer pc. Currently the multiplayer development slows me down. The essential parts are done, but the player control is a bit tricky because of the client-server architecture.
    The game will use multiplayer it is an important component, without multiplayer funcionality the system would be unfinished and not differ from the other RTS Kits except because of the pathfinding solution you implemented.
    But I can not help you with network replication does not have enough experience with that. I hope you find a way to make it with 400-500 units stable runs in the multiplayer these are the range of units i prefer for the game in 3vs3 matches.

  7. #47
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    Quote Originally Posted by sivan View Post
    In theory it is not a horrible task but requires a different formation positioning system that prefers nearby cover tiles over formation positions, some further tile data storing cover directions, and a somewhat automated method to define them when doing map decomposition, I mean when processing the nearby tiles of foliage, obstacles, and buildings.
    The smaller the group, the faster the prosessing. I add it to my future tasks list
    Good to know, looking forward to that feautre ;-)

  8. #48
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    Hello there!

    I've read through your updates.

    Dedication and hard work is meaningful. Inspirational I would say.

    I'll keep an eye on this. Keep it up!

    The lil bits of technical conversations and useful links were a huge addition to my knowledge as well, thank you for that people.

    Have a good day everyone
    [WIP - Plugin] Multiplayer Combat Editor
    A-RPG Sacred Swords
    Youtube Tutorials

    Elliot Yun - Game Designer, Prototyper
    Ryse Up Studios - France

  9. #49
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    @Yun-Kun : thanks for the kind words. originally I wanted to do more technical related blog posts, so if there is an interest I can share a lot more links of articles I have read through and found useful/motivating for my project. I can also make some videos with debugging information displayed to explain the system in depth.

    @theevil128 : I have to agree, despite in the beginning I felt multiplayer not important. Luckily I joined another project where I could gain networking experience. Most features work now, only a small bunch of bug-fixes remained, but I have to do a lot of bandwidth optimizations, and test to get everything work with both listen a dedicated server modes. Currently my primary focus is on LAN support as a minimum.

  10. #50
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    I have found some interesting, just take a look at it

    https://forums.unrealengine.com/showthread.php?139394-Cover-Generator

    this could some starting point for the cover system in the future.

  11. #51

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