RTS for Agents
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RTS for Agents
1–10 of 47 posts
Re: RTS for Agents
#2What would stop us from making it multiplayer and having two or more human players compete over common resources & goals?
Re: RTS for Agents
#3The scale of those games was already nuts, but that would 10x things.
Re: RTS for Agents
#4I think this is a really cool idea. What would stop us from making it multiplayer and having two or more human players compete over common resources & goals?
I've been getting increasingly interested in trying to work out what this would look like
Re: RTS for Agents
#5I don't think the main game would encourage that - the more obscure the protocol, the less bot in the actual game (even though I don't think it's hard to find protocol documentation or just plug into an official client). OpenRSC, a revival of RuneScape Classic do have botting worlds, but personally RSC is not "fun" for me.
There are programmer games like Screeps (which the new Arena version just launched at the end of last year), but those game usually do not allow manual play or only indirect play. I tried Screeps, but I'm not good at strategy games, so once I get the runtime working I lose interest and none of my friend would want to help me strategize in game that they do not understand.
Re: RTS for Agents
#6My take was that it’s easier to trace who is doing what (and what the agent hierarchy looks like) when agents’ locations are fixed.
Re: RTS for Agents
#7Re: RTS for Agents
#8Man, I could see the next Total Annihilation / Supreme Commander-like game where rough orders/instructions are given to commanders and they carry out those commands. The scale of those games was already nuts, but that would 10x things.
The mechanics are old school, as with basically all RTS, but the openness allows for far more experiments than one would assume in a proprietary game.
Re: RTS for Agents
#9I wish there's a RuneScape server for bots. A game where it is both fun to play manually, and automated. Quests, for example, is a one-off thing where it could be fun for the player and not really useful to automate since it is a one-off task (unless you're running bot farm). I don't think the main game would encourage that - the more obscure the protocol, the less bot in the actual game (even though I don't think it…
An API? An SDK? An in-game editor? Tutorials? Or is this more a "I want a factorio-like"?
I've been building economic engines and simulations for the last few years now and over the last 3 months in my off time I've been getting increasingly in the weeds about how to design a game that fits this
I've specifically been exploring using a voxel game as a base (think minecraft-like) however because I'm deeply interested in minion management / design I've been looking at how to create a programming / play experience that actually is fun and makes sense
What I'm trying to understand is what is the fun overlap between these
I have some opinions / ideas of my own and what I've been trying to do, however I'd be really interested in what other people are looking for to see where the overlap is and whether it fits the shape of what I'm building and whether I want to really commit the time to prototyping some things to see if there is interest to support this type of playstyle
Just to be super clear, what I've built so far specifically is targeting multiplayer
Re: RTS for Agents
#10I wish there's a RuneScape server for bots. A game where it is both fun to play manually, and automated. Quests, for example, is a one-off thing where it could be fun for the player and not really useful to automate since it is a one-off task (unless you're running bot farm). I don't think the main game would encourage that - the more obscure the protocol, the less bot in the actual game (even though I don't think it…
Genuine question to you as someone who's been building in this space, what would you want / need to play a game as a programmer? An API? An SDK? An in-game editor? Tutorials? Or is this more a "I want a factorio-like"? I've been building economic engines and simulations for the last few years now and over the last 3 months in my off time I've been getting increasingly in the weeds about how to design a game that fits…