From the beginning I wanted structures to be varied and interesting. I also wanted structure construction to be more than it is in most RTS games. Watching someone hammer the corner of a house as it "inflates" into full form is not satisfying to see. Again I looked to Populous: The Beginning as an example.
The structures I created are built up in segments, with half the workers hammering and the other half periodically going out to find more resources. Each added resource increases the buildings' model by one. The advantage to this system is I can easily make different buildings require more resources by just adding more segments thus making it slightly more difficult to build.
Also, as a building gets destroyed, it can be broken down by these segments as well.
I ran into the problem that I didn't want to be creating hundreds of unique building types and all their respective construction stages. So I came up with a modular system.
At the moment my game has only two resource types: wood and adobe. So I started with these two material type wall models, making them the same size. Then I created a variety of roof types that fit on either wall model which makes a diversity of structure appearances with just a little work.
The next step is to make a different shapes and sizes for each roof and wall type, so I can mix and match them freely, allowing me to make a huge variety of structures using combinations of these different models.
This is all still very much a work in progress but I feel it's coming along nicely. I hope you can see the idea here, and the flexibility this will hopefully allow for in the future.
If you have any questions or comments, please let me know!
I create, design and develop video games I'm interested in playing.
The Fire System
Melee and Ranged Units
Weather and "Seasons"
Ladders and Elevation
Animating 2D units in a 3D world
Setting the Theme
Setting the Focus