RTS with a small S
Or an RTS completely without S?
Intro
I miss some good old RTS. You know, the ones from the childhood. When you start any of them like 20 years later they don't look as shiny as before. Some feeling is missing, you find annoying nuance here and there.. So I embarked on this journey of trying to recreate the feeling. Spoiler: I have failed. But here is an RTS prototype I still want to share
The Simple RTS!
It's a minimalist game. You can construct buildings, you can produce vehicles. There is no micromanagement, meaning you don't decide where the building will be built (because it does not matter much). You don't decide where the unit will go – there are some predefined paths. You only decide what units and buildings to buy.
(here you can see what the end game looks like)
In theory (or in the future) there should be multiple paths on how to win versus certain opponents, different development paths. Right now, I'd say there are two. One is focusing on slow building and waiting till your economy and production is better than the one from opponent. The other is kinda similar but faster, you collect as much resources as possible and then, as in any good RTS, you spawn myriads of units hoping that it will be enough (because otherwise you are done)In general
The rules are simple
- Build resource buildings to get more resources
- Build factories to get automatically produced units (for free!)
- Each building increases the cost of all the future buildings, especially from the same category
- Build collector units to scrap the unit fragments and get more resources (will cover in a separate issue)
- If the building is destroyed, the costs for the future ones don't fall. It's simple but not easy! (also will cover separately as I think it's an interesting game mechanics)
Special features
- "Graphics" and models were drawn on empty letter envelops, photoed with an old iPhone8 Plus and then combined into units. I cannot do digital art, srsly. Also it is hilarious

- Units and buildings can lose capabilities when damaged (not implemented for all unit types yet, as shared above, will write separately)
- Mega units. I am a fan of that from the times of Supreme Commander
- Collecting pieces of units gives you resources
- No micro management. Actually, NO MANAGEMENT WHATSOEVER. You decide what units and buildings to build. They do their jobs.
- The unit distribution will feel unfair, it's not a bug but a feature. That's what TRUE random feels like
- 12 different maps. In theory, some maps do influence your strategy
- [Technically interesting] Unit and building icons are generated automatically based on the updated prefab (will write separately about it)
Something to say at the end
I find the devlogs a great place to sort the thoughts out. But I am also looking forward to what you think
Files
Simple RTS
The strategy fights core with lots on units and no (micro)management whatsoever
| Status | Prototype |
| Author | Dyrkabes |
| Genre | Strategy |
| Tags | 2D, Experimental, Fast-Paced, Minimalist, Real time strategy, Sci-fi, Singleplayer, Tactical, Top-Down |
Leave a comment
Log in with itch.io to leave a comment.