HZ - a real-time action strategy engine by David Jeske
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What is HZ?
I started this project about a year ago, and talked about it at least a
year before then. I work on it in my spare time, although recently
(June '98) I've found some more energy to make progress.
My original intention was to clone the classic real-time action strategy
game
Herzog Zwei (english pronuciation close to 'he-a-tsuk zvei'). This
game combines the action of a real-time action game, with more strategy
than the current offering of what I have started to refer to as
'real-time action tactics games' such as Warcraft II, Starcraft, Command
& Conquer, etc. See my Herzog Zwei Tutorial.
However, as work progressed, I decided I want to go far beyond that.
I set out to make a general engine for real-time strategy games. I was
inspried by the idea of the Tactics Engine which is the core of Dark
Reign. However, I found the Tactics Engine to have little more
external expandability than unit icons, and property value setting.
A short list of features I set out to include:
- third person unit control (HZ style)
- god style unit control (Warcraft II, etc)
- unit properties and physics in scripting language
- no special cases in the engine like "phazing" (
specifically unlike the Tactics Engine)
- FAST, by using the 2d hardware blitter
- 16bit color support
- networked play
- automatic level/script module downloading
Currently, most of these have come to fruition, and the feature list grows
far larger.
Game Scripting Language
At first, I looked at using a Scheme variant for a scripting language,
primarily because Abuse successfully made the C/Scheme combo work. However,
after some preliminary performance comparisons, I decided that a little
known scripting language called Lua would much better suit my needs. The
licensing is unrestrictive, it's much faster than any of the available
Scheme implementations, and it's very easy to interface with C. It's
proven to be a great choice.
David W. Jeske (jeske@chat.net)