Report RSS Some analysis on RTS mechanics

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I have created some videos showing off Brood War mechanics and briefly describing them.



In this video, I demonstrate how Brood War keeps units formations consistent and clean. Brood War kept it's formations very consistent by offsetting the unit's target order point by the distance they are from the center of the group they are in when being ordered. The group is determined by what the current selection is upon issuing an order.



This is my recreation of Brood War's formation mechanics. The code can be easily translated to almost any other engine and language. The biggest thing you'll have to do is slightly rework how you get the order points of each individual unit because they use WarCraft III's built in polar coordinate point system.



Ignore what I actually say in this video, most of it is wrong. Units do not wait the period before firing, they wait the Damage Point before firing then wait the Period again before waiting the Damage Point again to fire again. Everything else is just kind of rambling without much of a point.



This is a follow up to the previous video, showing how my modifications to SC2's system, SC2's base system, and Brood War's systems all compare in terms of micro and efficiency.

That's about it!

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