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AIBoobPicsForSale

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:bulletgreen: Game Art community representatives: ForksOfTheSalad and AIBoobPicsForSale
:bulletgreen: Game Development Art: Gallery - News - Forum - #GameArt
:bulletgreen: The Community Relations Team



For those of you who aren't aware, the RTS Challenge is a game art contest currently being held here at dA - [click here for the details]!

Some of us out there aren't so hot on making up new things on the spot, perhaps aren't very familiar with science fiction, or have had little experience playing RTS games - this is a little post to help the apprehensive folks moving in the right direction.

If you're having trouble coming up with a good subject to create, consider the assets that are usually available in most RTS games. These will be from a modern/sci-fi perpsective, as the RTS Challenge is sci-fi focused. Also keep in mind that this is very generic and conventional stuff; you'll probably want to provide your own twist if you choose to use one of these concepts (especially if you want to create something for Aquera or Biomoth).


If you already know about RTS games and just want some brainstorming assistance, look for the terms in bold:


Headquarters / Command Center

This is often the only building you start out with, and you can usually only make workers or mining vehicles here that will then need to make everything else. As the game progresses, the headquarters often provides extra upgrades to increase some aspect of your units; giving them new abilities or providing them with enhanced stats.



Footmen - often produced at a Barracks or Training Center

Basic soldiers, usually there are several different types of these (general riflemen, rocket soldiers, flamethrowers). These are usually the first units you can make in the game and they are cheap to build, but often only effective in numbers. Some more covert units, however, like snipers, can go alone.

Not everyone on foot needs to be offensive-oriented; workers, medics, and engineers assist with building and repairing.



Armor - often produced at a Factory

Initially, the first types of armored vehicles that are usually available to you are lightweight scouts that are fast but weak; and a more heavy, medium-sized vehicle like a tank. As you research more technology, advanced usually become available at the factory building, like heavy tanks, artillery, hovercrafts / amphibious vehicles, and mechs.

Naval docks often function the same way as factories, but restricted to water and making gunboats, submarines, and aircraft carriers instead.



Airborne - often produced at a Hangar or Space Port

The sky armor; jets, helicopters, and spacecraft. These usually follow a similar route as the ground armor - weak but fast fighters, medium gunships, and heavy bombers. Sometimes flying units need runways, landing pads, or aircraft carriers to station at when they aren't active.



Transports

Transport vehicles for land, sea, and air often have little or no means of attack, but can carry other units around.



Resource buildings

These buildings provide you with some critical component to allowing you build more units and buildings. Power plants, mining shafts, and farms all give you more stuff to create more stuff to conquer your enemy with.



Research buildings

Research buildings usually don't build any units at all, but provide you with new abilities for units, or entirely new units to build at other buildings.



Support buildings

Support buildings provide some kind of direct assistance to you; for example, stationary turrets can provide extra defenses, a medical facility might heal nearby units automatically, or a shield generator might increase the defense of nearby units. Radar or sonar might let you see where the enemy is before he is in visual range.



Hopefully that can help anyone struggling with a starting point out! Keep in mind that these are by no means the only options available; you can come up with whatever you think would be suitable; twist something above into a more interesting form, or just invent something never before seen.

Also keep in mind that the environments being inhabited by the different factions may likely dramatically impact the way the units are designed and function. Think about it!


In the meantime, DEVIANCE zine needs some help, and Most Promising New Development is an open category in :iconthedeviantawards:! Check them out, yo! (:


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Inqy

4 min read
:bulletgreen: Game Art community representatives: ForksOfTheSalad and AIBoobPicsForSale
:bulletgreen: Game Development Art: Gallery - News - Forum - #GameArt
:bulletgreen: The Community Relations Team


Early today, our artist, friend, and inspiration, Inqy, passed away.

Inqy had an obvious excitement about her work and was always willing to share, what she could, about what she was up to. She was one of my first experiences on becoming a moderator here; a genuinely bright and interesting person, who always cheered #GameArt up on entry and was always welcomed with many :hug:s ( and sometimes less appropriate things :eyes: ). She was a key part in helping start the chatroom up and forming our little #GameArt gang, and has stuck with us up to this point; and perhaps still is. Sometimes I wondered if she ever slept because she was there so much.

It distresses me that someone can be gone so immediately, and that I didn't get to say goodbye, or thank her for being her before she left us; but perhaps she is out there somewhere and can still get the message. So thank you, Inqy ( you'll always be "Inqy" to me ), and farewell - though we will always keep a place for you.

:thumb77791060:


 
FAQ #84: What are the Core Values of the Community Relations Department?
FAQ #18: Who selects Daily Deviations and how are they chosen?
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Not New to GDA!

3 min read
:bulletgreen: Game Art community representatives: ForksOfTheSalad and AIBoobPicsForSale
:bulletgreen: Game Development Art: Gallery - News - Forum - #GameArt
:bulletgreen: The Community Relations Team


So, in case anyone didn't figure it out, yesterday was April Fools' Day; meaning that GDA does not have a Print Screens gallery. :giggle: Of course, anyone who actually went to check the new gallery out would have realized this. :evileye:

So here's a little something for all of us who fell for April Fools' trickery this year:



Hope you guys had a good one!


FAQ #84: What are the Core Values of the Community Relations Department?
FAQ #18: Who selects Daily Deviations and how are they chosen?
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New to GDA!

3 min read
:bulletgreen: Game Art community representatives: ForksOfTheSalad and AIBoobPicsForSale
:bulletgreen: Game Development Art: Gallery - News - Forum - #GameArt
:bulletgreen: The Community Relations Team


Hey, guys; we've got a new addition to the Game Development Art gallery! The community spoke, and after some debate between ForksOfTheSalad and I, we are proud to present to you, the Print Screens category!



Please keep screenshots not relating to games out of the Print Screens gallery - thanks!


FAQ #84: What are the Core Values of the Community Relations Department?
FAQ #18: Who selects Daily Deviations and how are they chosen?
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Earth Hour!

3 min read
:bulletgreen: Game Art community representatives: ForksOfTheSalad and AIBoobPicsForSale
:bulletgreen: Game Development Art: Gallery - News - Forum - #GameArt
:bulletgreen: The Community Relations Team




Turn off your lights, electron guns, and other appliances today for one hour, starting at 8:30pm (whatever time zone you may be in), for Earth Hour! Want more info? Get the skinny here: www.earthhour.org/ - let's give the planet a break!


FAQ #84: What are the Core Values of the Community Relations Department?
FAQ #18: Who selects Daily Deviations and how are they chosen?
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