After trying my hand at a few mods and not liking the experience much, I've come to the decision to make my own little game. my high poly skills make me go EWWWWWW, so I've decided a simple RTS game might be fun. I'm going to buy the TORQUE engine with an Indie license, and get the RTS starter kit. This should happen after ny wonderful move to the Washingtomn state area.
my nain question for the informed persons of polycount would be what are the vertice/polygon count, and texture sizes used in RTS games?
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I'm not really asking asking for concrete "DO THIS" advice. I'm just wondering if someone had some genral advice on the content creation side. I guess that after loking at some of the newer RTS games out there my definition of low polygon game art is a bit dated.
You might want to consider using vertex shaders though, as you'd get much more performance. Making the CPU compute all of the vertecies of skinned objects is quite a load.
And how will you handle team colors?
To tell the truth I haven't even thought about team colors yet. The opposing sides will be of different races. Monster VS human. Just think poor mans warhammer made by a noob.
And i would do team colors with masks and overlay 1-pixel "textures".
Anyway thanks for the advice/info. should be about 2-3 months till I get the game engine. I'll keep you guys updated when I actually get to working on it (might be pleading for help too )
it depends on what you want your game to run on.
common sense wins in this department. since your making the game yourself, if you can fit the detail on a smaller texture and make it look nice, do so. if you've got monkeys working for you, then you're gonna have to decide on stats based on what you want the game to look like.
That game looks amazing, I'm jealous. RTS is my favortie genre.