My friend and I are currently making a top down multi-player (over LAN network) RTS game. In this game you have cities, which can have units in (variable numbers), and you send those units to attack enemy cities (which have units in).
I’ve added an image to give you a better idea of it at the bottom of this message.
So the first question is: How would you move these armies across the map?
I am thinking of passing the amount of units you send into an “army” actor and spawning that on the map, and moving it along a vector to its destination.
It will have a trigger box so it can fight enemy armies it comes across on the map.
The second question is: Where would you do the combat macro between an army and another army/city?
The way we are thinking about combat working is like this:
Each unit has damage and HP. Every round of combat (delay of X seconds in between round calculations) the total damage of each army is subtracted from the total HP of the other army to calculate losses. Then the next round starts, and so on until one army is defeated.
We would like to have the army details update as each round passes, perhaps in a popup (widget??) above the fighting armies. Something like this: http://www.wasder.net/wp-content/uploads/2013/06/Crusader-Kings-2-battle.jpg
Somehow in here, if other armies turn up belonging to the players fighting, we would like to add them into the combat as reinforcements.
Also, outside variables from the Player State (research technologies) need to be passed in to influence unit stats. We would also like to send variables into the Player State from combat to change scores like “units killed,” etc.
ALL of this is done in blueprints btw.
Thanks for reading!
The game map: