Dinosawer wrote:On the other hand, I was immediately reminded of Starcraft (the original, not 2)
Damocles wrote:Starcraft and Red Alert where the main inspirations for the graphical ascetics. The reason for it looking like a 90s titel was more due to the limitation of
keeping the whole game smaller than 250kb and have a fast rendering. In fact its not isometric rendering used here, but a simple grid tile rendering using 24x24 sized tiles.
Damocles wrote:The original target where those funny "key-phones" running JavaME that some might remember from their parents.
If have to wonder, if you could make that kind of stuff work on a javame phone, why could I never find a proper RTS when I had my Android tablet
Damocles wrote:If have to wonder, if you could make that kind of stuff work on a javame phone, why could I never find a proper RTS when I had my Android tablet
Its not a technical limitation. (I know it can be done)
RTSs are a risky investment for any studio, as they know it will have a smaller target-player base than a Match-3 or racing game for example. That might be the reason
why no larger studio really invested into a top tier RTS for mobile devices.
So its usually only smaller developers who would attempt that. (no idea if anyone ever made an oldscool RTS for Android)
Another thing is the problem of the user interface and controls.
Nothing can beat a mouse+keyboard in an RTS. Thats why it is so hard to pull of that kind of gameplay on a console or touch device.
And mobile games usually concentrate on having short play sessions (only a couple of minutes for one "level").
Partly because those games a played at short breaks or waiting for the bus. An RTS mission could last substantially longer, and a match could not even be "paused" in
a multiplayer session.
A MOBA (reasonably similar to an RTS) would probably make more sense. As the player can concentrate on one central Character and his abilities.
Its easier to create a control scheme for that.
Users browsing this forum: No registered users and 3 guests