Total War RTS [ANN]

Hey this is just an official announcement of a RTS I have been working on for a little while that I call
“Total War RTS”. This is so you can get an idea if you would like to take part in a future private-beta-tester list for the earliest versions of the game.

It’s a large-scale modern combat RTS that requires strategic work of economy, research, and military (requiring a balance of each to win a match.)

The RTS will open up to a introduction menu which allows you to create a private lobby (for you’re friends or something), join a random public match, or join a global-ranked match (with players who are close to your rank.)

Total War will allow you to ally with 2 people of your choosing, have a server size of 6-8 people, and when there are not players to play, AI will take their place (with differing difficulty. In private matches the difficulty is preset by you)

Basically the points of this post is that this RTS has/is:
-AI
-4x Strategy
-private/public/ranked matchmaking support
-global ranking, and daily ranking

  • 6 to 8 players per server
    -factions, perks
    -Air, and Land Units. Sea units are being debated (between me and myself >.> )
  • 120 Minute Round time (MM), Adjustable Round time (PMM)
  • And a mixture of The Conquerors and Risky Strats in terms of how the Units work. I think you will like it when you see it.

This takes heavy influences from Control RTS (by Weeve), Battledawn RTS, and the movie War Games.

Oh and one last thing, players never get taken out of a match by being conquered. A player at the bottom of the leaderboard can still win, however at a more challenging gameplay.

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Would you rather take over Control? I find myself lacking the time to work on it and it’d save you tons of ache setting it up. If you do choose to make it yourself, be warned. Freeform RTSs are way more work than they look on the surface, don’t expect it to be a quick project.

If you are giving up on working on Control I would be happy to work on it. I have always wanted to take on a project like Control. :slight_smile:

Edit: my steam is seliso

I never expect things to be a quick thing, but at the same time I OOP the crap out of it to the point where when the OOP framework is done it’s really fast and easy to make updates or large changes

I would be honored to take over Control, add me on skype (i think at romantically.rbx@gmail.com) and we can talk more about this :slight_smile:

@Weeve, how long did Control take you (up to this point) would you estimate?

I should mention though, I’m going all out, guns blazing. I’m doing my best to make this a state of the art game (for roblox) as The Conquerors sorta was when it was first released in 2011. I spent quite a long time making a feature that I think no one on roblox has ever seen before, to get my name out there.
I came across a forum post from years ago where I said it took me 60 hours to make The Conquerors 2(the first time I re-coded the game from the ground up). It probably would have taken around that long to make TC3, but then it wouldn’t look as nice. All depends on you though, if your stuff is simple, it could take as little as ~~60 hours.

No idea at this point, I used to keep track, but after a while of coding I noticed that the more features I added in, the more features I noticed would be needed to really make it a full RTS. Alkan’s quote seems in the ballpark though, so I’ll go with somewhere around there, if anything, it’d be more than 330, not less.

Isn’t there a real RTS game series called Total War though?

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