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The future

The future

Calin
Calin
DreamLand editor · · 2 min read
997 5

With this project I have managed to achieve my initial goal: building a RTS game engine. I have also managed to get a glipse on what needs to be done in order to build advanced RTS AI that can compete and match a human. The question is should I keep pursuing these advanced AI ideas. Trying to implement the things that would lead to advanced AI behavior requires a ton of high level programing. If I had to keep going forward in the same direction I would have to abandon the amateur RTS engine I have built and adopt a professional engine (I need a robust solution my engine is short sighted it was built with “this will work for now” kind of mentality). Basically I would have to switch from practicing building game engines (which is the path by which newbies get into game development) to practicing building games. And that's probably too much of a challenge.
I don't think I can asimilate a serious RTS engine that has a map editor, files with script code for unit statistics, and all sorts of other tools and build thousands of lines of code on top of it. My rts engine doesn't use any external files. I had files for sprites in one version of my game where I was using something else than geometrical shapes to draw stuff. I'm not 100 percent sure which path I'm going to follow from here but I think I'm going to embrace a yet another build your game engine project )). I'm tempted by the idea of building a Dungeon Keeper clone. The game would play on two decks (that's an older idea of mine you would dig to make room not only sideways but also upwards or downwards).
That would be a summary of it.

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