Doom RTS Example

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Published on ● Video Link: https://www.youtube.com/watch?v=Aearal0i5IQ



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This video shows a quick work-in-progress example of a RTS-style game I've created in Doom through the use of ZDoom scripting. Just like in other real-time strategy games, you have gatherer units, combat units, and even defensive structures. In this example map, I've also placed a very small outside area containing two enemies so that I can display the combat units and defensive turrets that can be constructed.

Although this is more or less a demonstration of what I've created rather than a tutorial showing how it was done, here are a few ways I've created each of the elements:
Gatherer Units - Patrol points are placed so that the gatherers move from one point to the next, leading them into the dark mine and back out, to the furnace. A specially placed line triggered only by the gatherers causes the amount of Gold to be added each time a gatherer crosses it.

Combat Units - Patrol points are placed outside and assigned to newly created combat units so that as soon as they spawn, they immediately move to the patrol points, fighting enemy units they encounter along the way.

Defensive Turret - Using a series of events, when the player presses the Use key on the front of a sentry, a script is run to check to see if the player has enough Gold to begin construction. If so, a small round sector slowly rises upwards, simulating the construction of the turret. When the sector reaches a given height, construction is completed and the sector no longer rises. At this point, the turret is "active" and will engage any enemy units that cross into the inside area of the base. What the player doesn't see are invisible "map spots" that indicate the places at which the turret's rocket projectiles fire out.

Any questions, comments, or suggestions? Please let me know, and thank you for watching! I hope you've found this interesting.







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