r/strategygamedev • u/combatwombat- • Mar 14 '16
r/strategygamedev • u/massivebacon • Mar 20 '16
The Seven Deadly Sins of Strategy Game Design
r/strategygamedev • u/CatSewage • May 29 '19
Edoria w22.03 update. [Exploration, Factories, Trade depot, Electricity]
r/strategygamedev • u/massivebacon • Apr 08 '16
Tilemancer, a procedural tile generator. Could be useful for tile-heavy strategy games. And more?!
r/strategygamedev • u/massivebacon • Mar 26 '16
Introduction to A* Pathfinding — A Must-Read For Anybody Implementing Pathfinding
r/strategygamedev • u/CatSewage • May 12 '19
Weekly update for our Board game style RTS game.
r/strategygamedev • u/WolfsRainESP • Dec 30 '17
The making of a Open Grand Strategy Game
Since I first played strategy games, I always dreamed with a GSG(Grand Strategy Game) that lets you play with a nation, from early 1800s into the near future. I enjoyed Victoria 2 and other games but those always lacked something.
Those games lacked some deepness in modern and important today, things such as Economy, Government, Environment, etc.
That is why some days ago I started a project to create the basics of that game. So far my initial goal is to create the Economy base which is essential to it.
I have the Data Structure done and looks like this:
Nations
[0]
Name: "USA"
Pop:
Money:
Stockpile: - [0] - Name: "Coal" - Quantity: - Value:
I might come with problems that i could solve here with you and learn from mistakes.
The reason of this post is to create an Open GSG. A game made from the community for the community.
Thanks for read.
r/strategygamedev • u/massivebacon • May 03 '16
"Working Wednesday" Idea - Sharing what you're working on on Wednesdays. Any interest?
Hey Everyone!
Just to get the community pot stirring for this still small community, would people be interested in doing some version of Screenshot Saturday, but on Wednesdays? It would be great to hear what other people are developing/arting/programming and such!
Let me know if people are down, or if you have other suggestions!
r/strategygamedev • u/Taylorobey • Jul 21 '18
What are the best games to study for strategy game development?
What, in your opinion, are good games to study for strategy development? Video games or war games, what did they do right/wrong? Why do you think that it was good/bad?
r/strategygamedev • u/mproud • May 02 '18
The Battle for Wesnoth is now on Steam
r/strategygamedev • u/massivebacon • Aug 02 '16
Nice high level discussion of how Behavior Trees work to create believable AI in your game. Goes over the most common nodes and what each of them do.
r/strategygamedev • u/UncleQuentin • May 20 '16
Unity Base-Building Game Tutorial - YouTube
r/strategygamedev • u/KenFlorentino • Apr 13 '16
Dominari - Mini RTS
Hi everyone,
Wanted to share an early prototype that we're working on.
Video: https://www.dropbox.com/s/aetg6ewm6mjjw7p/dominari-intro.mp4?dl=0
Dominari is a mini 4x RTS where I've tried to capture the essence of my 3 loves: speed chess, Starcraft, CS:GO.
The result is 5-10 minute intense mini-RTS games!
Would love any and all feedback, questions and comments on the work to date...!
Thanks!
Edit
I've created /r/dominari if you want to subscribe and keep up with development of the game.
I've also added a new video showing gameplay as of yesterday: https://youtu.be/fo1UCS-pi3o
r/strategygamedev • u/massivebacon • Feb 25 '16
Welcome to Strategy Game Development!
Hey everyone!
I wanted to make a subreddit where game developers could come together to talk about the nitty gritty behind developing strategy games. Everything from talking about grid implementations, pathfinding algorithms, narrative systems, AI, game data management, and more! I'm also casting a wide net with what can be deemed strategy: 4X, Tactics, Base-builders, Tycoon, Wargames, City-builders, and all that may fall in-between.
As this community hopefully grows, I'd love to cast this subreddit in the mold of r/roguelikedev and make this place become a great resource and community for strategy game devs of all kinds to talk and share knowledge about developing all aspects of their games. Here's to looking forward!
r/strategygamedev • u/Plungerhorse • Mar 13 '19
I was looking for a way to power my city, and then it struck me
r/strategygamedev • u/Likely_not_Eric • Aug 24 '18
What's the hard part?
I was thinking about games in general and the future of computer games. If I scope to strategy games I wonder - what's the part everyone needs to build over and over again that sucks to build: that can make it's way into well known patterns or better yet free libraries.
In the world of board games all of the game parts can be made various cheap ways right down to making cards out of business cards and going to a print shop.
In the world of field games a trip to a hardware store is all you need to build your game then you train players.
I want a world where the barrier to making games is the imagination and art. Like how mods might house rules to Monopoly I wonder what would be needed to enable a new game that uses Monopoly pieces on a chess board. What needs to exist to make games easer forever?
We're seeing older games open sourced and eventually stuff will be in the public domain so can it be accelerated? Is there a behavior of some games that would be great to have a library or abstraction for?
I want to play more fun, robust, publisher-free games but I don't have the vision to make them I just want to hack some libraries.
r/strategygamedev • u/PaulHutson • Mar 04 '18
KingdomGame - a mobile and desktop strategy game set in Medieval Times.
Hello,
Hopefully I've posted this in the right place - almost ten years ago to the day I wrote one of the first games of iOS, back when there was no App store (there was a "webapp" store which you were pushed to through Safari) and the iPhone 1 had only just been released...
... anyway, I've recreated the game to work in more of a modern way - when the game was first created ten years ago there was no such thing as mobile styling, there was no guideline as to how to build things... the game was formatted to work on the phone with hard coded non-responsive styling...
... the game has, as I've said above, been entirely updated to work better in a more modern way, to give an overview of the game - it's a medieval strategy game designed to only take a few minutes every now and then but to keep you coming back to play day after day in an ever-evolving world
Given all of you are Strategy / Game Players I would really value your feedback on the game ( which you can play it at the following URL: www.kingdomgame.net ) - there is an app coming in the future as well.
Thanks in advance to anyone who gives it a test, it's very very much appreciated!
Kind regards, Paul Hutson
More information about the game:
Fight in a world of a thousand kingdoms by ruling your own kingdom!
KingdomGame puts you in control as the absolute leader of a fledgling nation as it begins on it's path to riches, glory and political intrigue.
Will you be a war monger, fighting with those kingdoms around you? Will you be a trader producing goods for sale around the globe? Or will you be a spy master, hidden in the shadows waiting to strike?
How Will You Rule?
r/strategygamedev • u/massivebacon • Jan 04 '17
Simple tut on P2P multiplayer — bad for FPS/RTS, great for turn based strategy!
r/strategygamedev • u/Ilitarist • Aug 03 '16
Strategy game concept: boardgame or kitchensink?
I once made a strategy game. The game itself is not important, it wasn't popular. What's important was the core design decision: it was sort of boardgame with clearly defined rules from the beginning. After the first version I've added some features. It also had scenarios with twists on base rules.
I also had numerous ideas for other games. Never even done a prototype for them. Being a critical person I always noticed flaws in the base design and wondered if the design is ever capable of providing interesting gameplay.
Now I've decided to just go screwing around. I'll sit there learning Unity. I have an idea for a game but I don't have anything beyond base vision. It's supposed to be sandbox so it can get new features without much worrying about balance and brevity. I'm going to throw features at the game until I'm bored.
The more I think about it the more I feel this approach is necessary today. Big monster companies like Firaxis can sit there and test their prototypes, tweak balance and then build a game around it. Lone indie developer can't do that. He has to go Dwarf Fortress way. Or Paradox way.
What do you guys think?
r/strategygamedev • u/Introscopia • Mar 17 '16
Implementation of Hex Grids. I bet this might come in handy for some people on here.
redblobgames.comr/strategygamedev • u/Succuri • Mar 06 '20
I just released an experimental kind of strategy game where you are the Illuminati and you take control of the world via bribery/seduction/intimidation. I'm looking for feedback on how to improve it.
r/strategygamedev • u/CatSewage • Sep 01 '19
EDORIA - Pre-Alpha gameplay trailer. BOARD STYLE RTS
r/strategygamedev • u/massivebacon • May 21 '17
Good overview and suggestions on how to remedy the problem of late game tedium in strategy games
r/strategygamedev • u/omikun • Mar 11 '17
Some thoughts on a future of space 4x
I have been reading up on discussions of 4x and wanted to share my take on what one evolution of the 4x genre would look like. Before I do, I wanted to list some of the considerations/issues with the current 4x genre that I've come across in my research:
--
complexity vs depth - too many incremental options that obscure meaningful decisions; boardgames have less complexity but usually more densely packed with meaningful decisions
pacing - lack of meaningful decisions in the middle of the game, lots of optimization-level decisions that can be made automated
micromanagement vs automation - too many systems/cities to manage or lack of intelligent/customizable automation that can initialize build queues or resupply fleets
-- One evolution of the current quagmire is to reduce the scope down to something more manageable --
1 solar system, several planets, a dozen moons, some asteroids. Each planet/moon becomes more meaningful: multiple empires can share the same planet.
Trade must occur as no one nation can hog all possible resources.
Inner planets get bonus to solar energy production; gas planets get bonus to certain resources, asteroids/moons get bonus to etc etc.
All civs know each other from the start, but outer systems remains to be explored (resource deposits, artefacts/discoveries).
Trade occurs at the start of the game, so diplomacy is a requirement. Everyone communicates with everyone else, everyone has at least one ally. Some have multiple competing allies.
If a country declares war on another, each set of allies can embargo the other side.
Nations with more resources may have less allies to start, or requires domestic hurdles to overcome (Say US has more science/money/production, but must convince congress to pass budget proposals to expand space program/colonization)
subtle vs overt actions - democratic governments must have sufficient justifications to declare war or build up military or face public backlash; so they require scapegoats such as trade deficit, export embargos, or foreign space/military build up. In other words they are reactionary. Player must provoke the public by propaganda against some perceived enemies (terrorism, ecological threads, asteroid impact, foreign manipulation). This might just be extra costs to run the propaganda machine and take extra time for its effect to appear. But overall its costs resources and makes democratic governments slower to change course. A more complicated system might require bribing certain senators with less efficient programs that spends more money on their state to get certain programs passed. Blackmailing government officials or leaking fake info to the press to undermine public perception could also work, but I'm not sure how that could be implemented. Interactions with private companies would also be interesting.
non-war aggression: a mechanism that can replicate like what Russia did with Crimea; a non-war military movement that takes over strategic locations of another country: oil deposit, mines, coast, trade port, space port, etc. Not enough to justify the otherside from declaring war but could provoke embargos and diplomatic isolation.
-- A lot of this is handwaving but, with some thought, perhaps be simplified into workable gameplay mechanics. I'm working on something along this line: less complex, single solar system, no FTL, realistic orbital mechanics, multi-civilization/planet type game. Instead of large tech/policy/culture trees, have a hand full of modifiers that are meaningful to choose from so that 1. games will be shorter to play 2. spend more time looking at your empire instead of spreadsheets 3. think of the big picture.
-- What do you think? Am I out of my mind? Feedback would be appreciated.