June 10, 2011

Fluidity of Numbers is Necessary for Making RTS Games

Being fluent or fluidy with numbers is a must in succesful creation of a Real Time Strategy game. Numbers, which is basically Math, is the fundation of any games and is the backbone of computers. A real detailed understanding of Math (disincluding anything above Quadratic equations) is really beneficial to any computer usage and espeically important for making RTS games.

RTS games have the greatest occurance of numbers compared to any other games. You have hit points, mana points, maximum mana, hero level, movement speed, attack rate, percentages, numbers, decimals, negative numbers, divisions, multiple divisions, rates, inverse rates, speed, distance, time to list a few. It is a number frenzy.

It is not just knowing how to add correctly, but knowing the clear detailed precise difference between percentages of a value, added percentage to a value, hit chance, dodge chance, critical chance, rate of attack and times in between two attacks to example a few.

Use of math can be very helpful in improving RTS games, but finding the correct calculations to do can be difficult, and if a false calculation is conducted, then it is worse than not having done any calculations at all.

Pro gamers such as SlayerBoxer does use math to calculate how much drones exactly can support the production of how much units of what kind of units. It has given him an edge over other players vastly in the early years in resource management for the game Starcraft Brood War. He also has done calculation to see how many seconds it takes for a unit to go across the map.