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Author Topic: Making a Turn based Strategy Game  (Read 2781 times)

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Shermzor

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Making a Turn based Strategy Game
« on: November 27, 2009, 02:10:41 PM »

Hi all first post, please don't bite etc.  :)

I and a few people I'm working with are looking to make a turn based strategy game. We have just been working on a large project in flash and we hope that it will be finsihed in febuary so we will start work on our game around march.

So after the big flash project we are fairly confident in AS3.0 and quite sure we could make a 2d Strategy game to the complexity I desire. However I've been looking at this engine for awhile now and I've been teaching myself c++ to try and adjust to a gap if we do jump over to this from flash. 

A background on the game idea. The map is a 3d planet, you can rotate it to look around and can zoom from a wide planet+space view to looking at a city (maps won't be real so no worries about complexity). Rather than normal select and right click you leave markers for actions and units in the radius of the markers will do the action e.g move, look for enemies, ignore other markers, gather resources... and the reason we can up with this system was to make control of 50+ units at one time easy.

So question time:

Is this engine suitable for a turn based strat game?
(i did a search by the way but the results were a few years old and talked about 2d)

Could it handle basic ai ?(move to this 3d location, if near an attack marker enemies will take damage)

Is it friendly to a group of people with basic c++ knowlege to program?

Thanks for any and all replies  :)
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Spellbreaker

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Re: Making a Turn based Strategy Game
« Reply #1 on: November 29, 2009, 11:25:18 AM »

I think Wintermute is the wrong choice if you want to use a realtime 3D Environment.
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Shermzor

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Re: Making a Turn based Strategy Game
« Reply #2 on: November 29, 2009, 01:10:14 PM »

Ah ok then. I'll keep on searching.

Someone pm'ed me about the spring rts engine so I'll look into that.

Thanks guys
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