Re: SoundRTS, a real-time strategy audio game

拓海 wrote:

I always wanted to solve a problem
If 10 farmers are mining, I want some farmers to build buildings, but mining farmers will stop to help.
The priority of the peasant’s task needs to be adjusted.
When there are no tasks
1. Determine if there is a mobile combat unit that needs to be repaired.
If the conditions are met, choose to perform the repair.
2. Determine if the farmer is under attack.
If the conditions are true, choose to escape or resist according to the current mode.
3. Determine if there are any buildings that need repair.
If the conditions are met, choose to perform the repair.
4, to determine whether there are resources available for collection
If the condition is met, choose to execute the automatic acquisition command.
5, waiting for the order.

When farmers are collecting resources
1. When the building is attacked, the farmer needs to interrupt everything to repair the building.
2. When the peasant is attacked, choose to escape or resist according to the current mode.
Other than this
No matter what happens, farmers must maintain their current tasks.
Unless the current task ends
Otherwise, the farmers will not take care of anything else.



Next is my friend's statement
You can choose advice based on feasibility

The basic process after the peasant’s work stops is as follows:
1. Determine if there are soldiers who can be repaired and perform repairs.
2, determine whether it is attacked, perform the default operation (attack and defense)
3, determine whether there is damage to the building, perform repairs and repairs
4. Determine whether there are resources that can be collected and perform collection.
5, the default standing still

In any case, the peasants stop working and perform the above process, for example
1, the peasant went to a certain coordinate after reaching the stop
2. After the farmers build the building,
3. After the farmers have collected
4, after the peasant was attacked and interrupted, the work stopped.



There is a little suggestion

I hope that players can add sound effects when different units are hit.
For example, I designed a knife shield hand
Then, when he is attacked, the sound should be different.
Basically, when each unit is attacked, the sound effects are different.

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