– Adds a walls system where you can hold down and drag wall elements to create constructable walls and where walls can be turned into gates that can be opened/closed. – Grid-based building placement. – Builder-less building placement component where units are not required to place a building. – Auto-construction component for buildings.
Status: Completed
Mobile Controls Module
Add touch screen controls for camera movement, unit selection, unit movement, launching tasks and more. Please post the types of mobile controls that you wish to have in the RTS Engine. The goal is to provide different options for these controls.
Improved resource collecting
Currently, the way the engine handles many workers collecting resources is a bit weird. If you rally on a resource that is at worker capacity already, there are 2 options: Either you have auto collect off and the workers will idle, or you have auto collect on, and they go to the nearest resource. However,… Continue reading Improved resource collecting
Fog Of War integration pack post discovery
Entities that are visible post discovery shouldn’t be selectable. For example, resources because you should see where they are, but you shouldn’t be able to see their current state. Entities should not disappear if they are destroyed (resource completely harvested or building destroyed) as the fog of war is supposed to show that you have… Continue reading Fog Of War integration pack post discovery
Hotkey and control groups
Allow units and buildings to get grouped (also units and buildings in the same group would be nice!) to make constructing units and managing the army easier. It would also be helpful if hotkeys can be easily assigned to tasks, so it is easy to make tasks launchable by keyboard instead of just clicking.
Improved task queue
The ability to chain commands while holding down a button (usually shift). For example, multiple move orders or the task to construct a building and then go back to harvesting resources. The player gives the commands while holding down the button, and the unit executes the commands one after another.
More than one transform in Unit Attack/Weapons tab
the ability to have more than 1 transform in the unit attack weapons tab, scenario: archer by default has bow in left hand, then switches to sword in right hand, but could also have a shield appear on the left hand, and maybe the bow appears to this back, or another case, if you have… Continue reading More than one transform in Unit Attack/Weapons tab
