# \[AS2\] Working on an RTS

**URL:** <https://forum.kirupa.com/t/as2-working-on-an-rts/294304>\
**Category:** Uncategorized\
**Created:** [August 12, 2009, 8:24am UTC](https://forum.kirupa.com/t/as2-working-on-an-rts/294304 "2009-08-12T08:24:12Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![protonxp](https://yyz1.discourse-cdn.com/flex011/user_avatar/forum.kirupa.com/protonxp/32/3110_2.png) [@protonxp](https://forum.kirupa.com/u/protonxp)\
**Post date:** [August 12, 2009, 8:24am UTC](https://forum.kirupa.com/t/as2-working-on-an-rts/294304/1 "2009-08-12T08:24:12Z")

</div>

Hi,

I was toying with some aspects in flash, and I know it isn’t that hard to come one with a decent RTS engine. The hardest part would probably be Pathfinding, Enemy Ai, and a proper fog of war. Everything else would be about the atmosphere of the game; Plot, Artwork, Audio …

So I was going to try and come up with something playable.

I wasn’t going to make this tile based,[COLOR=DimGray] (as I don’t fully understand it yet Lulz)[/COLOR] but if I need to due to Ai/Pathfinding, I’ll set up a tiled map which is invisible and a scenery map for the graphical side.

I want to make some decent pathfinding. [COLOR=DimGray](Honestly, I don’t even know how I would get a pathfinding algorithm working let alone getting a unit to follow said path. :hugegrin:).[/COLOR] Plus, units shouldn’t be able to over lap each other.

Would appreciate any info on how to get this working.[COLOR=DimGray] (I’m a little slow on things like this.)[/COLOR]

[COLOR=DeepSkyBlue]Proton[/COLOR]
