Mechanics for Real Time Strategy RTS Game Armament
The creation of Armament building blocks for the mechanic in the game
As listed in the GDD the following will need to be created for the game as C# components. We've already began on unit movement aspect of coding. So let layout what we want for prototyping and than layout a road map for us to use for agenda creation. This wiki is for us to build a game using only prototyping so we can see what works and what does not. We are not going to worry about art and model at this time for this aspect and only use the sandbox area as needed. Just simple 3d shapes and images to get to prototyping as fast as possible.
Unit
- Movement
- Unit Selection and Move
- Group Selection and Move
- Formation
- Elevation
- Cornering
- Land
- Air
- Sea
- Space
- Navigation
- Order
- Build Structure
- Create
- Repair
- Lay Bridge
- Deploy
- Package
- Land Mine
- Deploy
- Package
- C4Explosion
- M16
- Attack
- M98
- 120 MM Cannon
- Build Structure
- Unit Ranking
- Animation
- Idle
- In motion
- Death
- Attack
- Special
- Audio
- Spawn
- Selected
- Confirm command
- Completed task (Builder unit)
- Death
- Attacking
Equipment
- Order
- Incendiary Grenades
- Upgrade
- Upgrade 5.56MM to Armor Piercing
- Unit Load Out
Game Mode
- Conquest
- Control an Area
- Objective
- Mission
- Tutorial
- Control
- Unit
- Structure
- Choosing Missions?
- Encounters Member
- Team Death Match
- Death Match
Resource
- Morale
- Oil
- Power
- Wealth
Environment
- Boundaries
- Wildlife
- Weather
- Timed Event
- Special Encounter
- Strategic Moments that force you to make decision or rely on others
- Landscape
- Terriorist
- Timed Event
- Special Encounter
- Strategic Moments that force you to make decision
- Territory Combat (Attrition for Enemy Unit like Rise of Nation)
- Animation
- Audio
- Mini Map
- Control Groups
- Fog of War
- Camera
- Background Music
- Ambient Noise
Player
- Reinforcement
- Abilities
- Contact
- Stat Modification
- Rank
- Unit Total
- Supplies
- Officer
- Movement
- Unit Selection and Move
- Group Selection and Move
- Formation
- Elevation
- Cornering
- Land
- Air
- Sea
- Space
- Navigation
- Order
- Attack Unit
- Attack location
- Stand position
- Passive
- Aggresive
- Unit Ranking
- Animation
- Idle
- In motion
- Death
- Attack
- Special
- Audio
- Spawn
- Selected
- Confirm command
- Completed task
- Death
- Attacking
- Recommendations
- "We need to retreat"
- "we can win this!"
- "we are evenly matched"
- Movement
- Personality Traits
- E-commerce System
In-Game End User
- User Interface
- Setting
- Controls
- Audio
- Video
Out-Game End User
- Menu System
- Interface
- Menu Screens
- Audio
- Special User Interface Control
Structure
- Placement for Building
- Align model to terrain
- Order
- Build Unit
- Unit Waypoint
- Advancement
- Animation
- Building
- Roving the land (Tier 1)
- Building (Tier 2)
- Nearly done (Tier 3)
- Idle (stationary)
- Working (researching or building units)
- Building
- Audio
- Selected
- Has been built
- Upgrade complete
Suburb
- Unit Interaction
- Structure Interaction
- Stats Modification
- Embassy & Suburb Diplomacy
- Animation
- Audio
- Art Dialog Documentation Video
Story
- Pedigree
- Text
- Art
- Campaign
- Audio
- Art
- Text