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Re:Permafrost engine – An OpenGL RTS game engine written in C by pjmlp on Sunday April 09, 2023 @01:28PM (#35504707)
Actually they are ideal for touch devices.
Re:Permafrost engine – An OpenGL RTS game engine written in C by DizzyDoo on Sunday April 09, 2023 @02:28PM (#35505172)
Are they? A traditional RTS like Age of Empires 2 or a Starcraft requires quite a lot of accuracy in quick-selection and movement orders, it would drive me nuts to try and do that on a mobile screen with no mouse. I know MOBA-style games are popular on mobile, but there's only one unit to control there.

The only non-keyboard-and-mouse RTS I can think of is Tooth and Tail[0], designed to play nicely with controllers (in a similar way that that Halo Wars was back in 2009), and while I'm sure high-level play in those games was indeed very high-level, the whole experience nonetheless just doesn't work for me, it feels 'dumbed down' still.

[0] - https://store.steampowered.com/app/286000/Tooth_and_Tail/

Re:Permafrost engine – An OpenGL RTS game engine written in C by pjmlp on Sunday April 09, 2023 @02:41PM (#35505284)
Game design is the key here.
Re:Permafrost engine – An OpenGL RTS game engine written in C by DizzyDoo on Sunday April 09, 2023 @02:48PM (#35505338)
Could you expand? I'm a video game designer myself, so I enjoy thinking about these things - how can you get around the hunt-and-peck nature of a mobile phone screen, where your thumb or finger covers up the unit you're selecting? And then how do you ensure accuracy in the exact spot they move to?
Re:Permafrost engine – An OpenGL RTS game engine written in C by thanks4tip on Sunday April 09, 2023 @03:06PM (#35505487)
One way is to decrease the granularity possible, so a finger can easily pick the “exact spot”. Basically make movement discrete (maybe not the animation, but the locations you can be at from a game logic perspective).
Re:Permafrost engine – An OpenGL RTS game engine written in C by epups on Sunday April 09, 2023 @04:12PM (#35506025)
Ok but you're losing complexity, and still need accuracy in that case. I think your suggestion would work for a turn-based game, I just don't think mobile is a good media for RTS.
Re:Permafrost engine – An OpenGL RTS game engine written in C by thanks4tip on Sunday April 09, 2023 @07:05PM (#35507341)
Yes if you presuppose that mobile isn’t good for RTS then it’s not good for RTS.

Obviously an online RTS where some folks are on desktop and others on mobile may not be competitive. Fucking duh.

Re:Permafrost engine – An OpenGL RTS game engine written in C by citizen_friend on Monday April 10, 2023 @12:09AM (#35509089)
I don't think the poster was suggesting porting Starcraft to a touchscreen. It's a design challenge to figure out what changes need to be made to accommodate the genre for touchscreens. It's not obvious because people haven't put in the work yet.

It was a also a design challenge to make the genre work in the first place for mouse and keyboard.

Re:Permafrost engine – An OpenGL RTS game engine written in C by epups on Monday April 10, 2023 @02:04AM (#35509598)
I would argue you cannot port any RTS game, not just Starcraft. Mouse and keyboard are not a constraint, they are excellent for RTS, which is why the genre is also not so strong in consoles.
Re:Permafrost engine – An OpenGL RTS game engine written in C by pjmlp on Monday April 10, 2023 @03:58AM (#35510130)
Re:Permafrost engine – An OpenGL RTS game engine written in C by epups on Monday April 10, 2023 @06:47AM (#35510921)
You can play Doom on your phone as well. That's not an argument that it is a suitable media for FPS.
Re:Permafrost engine – An OpenGL RTS game engine written in C by citizen_friend on Monday April 10, 2023 @10:12AM (#35512520)
And none of us are saying anything about "porting" we are talking about adapting the medium to a new format, but you seem convinced the only way to see it is exactly how it was designed in the 90s.
Re:Permafrost engine – An OpenGL RTS game engine written in C by citizen_friend on Monday April 10, 2023 @12:08AM (#35509087)
Downvote is supposed to indicate low quality, not disagreement, this is not a low quality comment.
Re:Permafrost engine – An OpenGL RTS game engine written in C by Nahtnah on Sunday April 09, 2023 @05:13PM (#35506520)
Check out Line War, fwiw
Re:Permafrost engine – An OpenGL RTS game engine written in C by sdwr on Sunday April 09, 2023 @11:09PM (#35508808)
Tooth and Tail really did it for me. The granularity of eco vs army, and the targeting micro, added up to a perfect mini-RTS imo.
Re:Permafrost engine – An OpenGL RTS game engine written in C by animuchan on Monday April 10, 2023 @02:41AM (#35509752)
I guess 40K Dawn of War–style squad-based RTS would work decently with touch, as there are no individual units to select (with few exceptions, but e.g. Ork builder is also a squad), and there's way less micro compared to e.g. Starcraft.

That said, I'd still prefer keyboard and mouse over a touch screen.

Re:Permafrost engine – An OpenGL RTS game engine written in C by zwirbl on Sunday April 09, 2023 @02:32PM (#35505220)
One might assume that and it is mostly true for round based games, but for real-time you just cannot achieve the actions per minute needed on touch. A game like Starcraft or similar is barely playable
Re:Permafrost engine – An OpenGL RTS game engine written in C by pjmlp on Sunday April 09, 2023 @02:39PM (#35505265)
Sure, my remark was about controlling, how the game is designed is another matter.
Re:Permafrost engine – An OpenGL RTS game engine written in C by ianlevesque on Sunday April 09, 2023 @02:43PM (#35505301)
Yeah there’s so much skepticism but you’re right on that this genre can thrive on mobile. It’s a way more natural fit than FPS for example.
Re:Permafrost engine – An OpenGL RTS game engine written in C by mirker on Sunday April 09, 2023 @07:41PM (#35507569)
Hardcore “competitive” RTS (StarCraft/Age of Empires) can’t since it’s not competitive enough if you can’t hit a meaningful 300+ actions per minute, which is impossible without hotkeys. Even IF they could, I am skeptical you’d get converts. Even IF all of them converted, hardcore RTS is not thriving right now. You’d have to create the perfect game and you’d be rewarded with less players than a Minecraft clone.
Re:Permafrost engine – An OpenGL RTS game engine written in C by Ygg2 on Monday April 10, 2023 @01:57AM (#35509567)
You're comparing apples to oranges.

StarCraft 2: Wings of Liberty sold 6 million, but only small fraction of the playerbase is interested in competitve aspect.

Minecraft is just an online sandbox. Most people will play it like that.

Plus a gamedev doesn't need to take into account what sells, but what kind of competition you have. How will your Minecraft clone exist in market with Minecraft vs how will your M RTS live in a market with StarCraft 2.

Re:Permafrost engine – An OpenGL RTS game engine written in C by pjmlp on Monday April 10, 2023 @02:00AM (#35509577)
Naturally I wasn't talking about competitive esports on a phone or tablet.

There are plenty of people that are happy to play games without having the dream of becoming an esports player as career.

Re:Permafrost engine – An OpenGL RTS game engine written in C by mirker on Monday April 10, 2023 @12:38PM (#35514224)
DOTA, Rocket League, CSGO, etc. are e-sports friendly but don’t have this population problem. It’s not about being “hardcore”; it’s about having broad appeal to hit a wide market segment. RTS has struggled with that historically. Tower defense and MOBA are two examples where RTS was simplified to a broader appeal game.
Re:Permafrost engine – An OpenGL RTS game engine written in C by epups on Sunday April 09, 2023 @04:13PM (#35506032)
Controls essentially define game design.
Re:Permafrost engine – An OpenGL RTS game engine written in C by jon-wood on Monday April 10, 2023 @12:07PM (#35513923)
I’d love to see an RTS that broke out of those constraints, mostly because I find the whole APM heavy approach to them kind of boring. It’s not strategy, it’s clicking fast, and while I recognise the skill involved it bears little relation to actual strategy.

My ideal RTS would support delegation of armies, and giving broad stroke orders (hold that area, attack this base, provide air cover), with either AI or human players picking up those responsibilities.

Re:Permafrost engine – An OpenGL RTS game engine written in C by hgs3 on Sunday April 09, 2023 @02:56PM (#35505392)
I could see a casual RTS working, one where you select groups of soldiers rather than individual units.
Re:Permafrost engine – An OpenGL RTS game engine written in C by TulliusCicero on Sunday April 09, 2023 @06:51PM (#35507262)
Company of Heroes works like that and it's on iPad.
Re:Permafrost engine – An OpenGL RTS game engine written in C by ecshafer on Sunday April 09, 2023 @03:44PM (#35505785)
I do not think that is the case for traditional RTS games. At first glance, sure you touch the unit you want and you touch where you want them to go. But there is a reason why single button mouse to two button mouse was a huge improvement for RTS. You don't always want to do one thing or have it be context aware. The other is that RTS games typically involve you dealing with hundreds of units, all across a map, so things like hot keys to build additional units, or control groups to manage different unit groups is critical. Mobile seems like it could work for some casual RTS games, with small numbers of units. But not for a traditional RTS.
Re:Permafrost engine – An OpenGL RTS game engine written in C by mxkopy on Sunday April 09, 2023 @03:52PM (#35505838)
The best game I've ever played on mobile is Eufloria, which is an RTS. I wish there were more games like it.
Re:Permafrost engine – An OpenGL RTS game engine written in C by bytehowl on Sunday April 09, 2023 @04:28PM (#35506172)
Isn't Eufloria just a GalCon clone? There are a bunch of games like that, albeit without the plant theme.
Re:Permafrost engine – An OpenGL RTS game engine written in C by mxkopy on Tuesday April 11, 2023 @06:32AM (#35523164)
It's true, but Eufloria looks better to the point that I'd prefer it for the style alone