YARTS is a 2D Real-Time Strategy game, written in Java, with a number of nifty features. It is being created as a fun project by three people in the UK. It intentionally does not have the resource-management features of many RTS games, but focuses on attack and defence strategy instead.
Click here if you cannot see a Y*A*R*T*S navigation bar to the left.
4th September 2003 -- [Dunk]
John continues work on YARTS2, Dunk is mostly involved in another project right now.
11th March 2003 -- [Dunk]
Two pieces of good news:
1) Work has finally begun on YARTS2 (yay!)
2) The source code for the original version of YARTS is now available (under the GPL).
9th October 2002 -- [Dunk]
Well, John's back from Australia, and we've decided that the time has come to rewrite YARTS from the ground up
to make YARTS2. A recode of many parts was necessary anyway, so we reckon we can put together a better game if
we start over and use some of the newer features of the Java language and APIs. Fortunately we will still be
able to reuse a lot of the original code. More details will be posted soon.
26th March 2002 -- [Dunk]
Apologies for the lack of recent updates. Work continues on the AI code, however I've been busy with another game project recently.
19th November 2001 -- [Dunk]
John just sent in a description of the YARTS game physics, all the way from Australia!
2nd November 2001 -- [Dunk]
A first-draft description of the unit AI has been added (thanks to Matt).
31st October 2001 -- [Dunk]
YARTS is now available for download in an application version as an executable JAR file (510Kb)
(it can be used without a browser or internet connection, it's faster than the applet, and it has the extra
tile graphics).
For those who are interested, I have written a description of the network architecture used in YARTS. Similar descriptions
of the main program design and other areas (e.g. AI, graphics and interface) will appear some time in the near future.
29th October 2001 -- [Dunk]
One of our team has gone travelling for a year, so development of YARTS has slowed quite a bit. Work still continues
on the AI code, however. The strategies page has been updated - have a look if you keep
getting beaten!
15th August 2001 -- [Dunk]
Uploaded the latest version of the YARTS applet, and the new restructured website. There is currently a bug with the applet that forces you to use a rubbish map. We are investigating this and will update the applet shortly.
We hope you enjoy the new applet, and suggest that you read the quickstart guide.
3rd August 2001 -- [Dunk]
Added an example of a few of the new terrain tiles, under the screenshots section.
1st August 2001 -- [Dunk]
Recently implemented features:
4th July 2001 -- [Dunk]
This week we added the following features, which will be incorporated into an applet shortly:
30th May 2001 -- [Dunk]
New network code this week, plus a LAN test today that worked extremely well. Matt's got some cool unit avoidance code now, and we're thinking of making a couple of animated GIFs to show it in action.
23rd May 2001 -- [Dunk]
The online version of YARTS seems to be working well (we've had no major complaints, at least!), and we're about to merge some new Graphics code (nicer scrolling), AI code (collision avoidance) and the latest network code into the game. We will also be looking at the interface soon to make it a bit easier to understand. This site continues to attract visitors from over 18 different countries (in fact, the only areas that we haven't had visitors from are Central America and Africa), from as far afield as Brazil, Hong Kong and the United Arab Emirates!
4th May 2001 -- [Dunk]
Well, after a few days of deliberation, the first applet version of YARTS is finally online. Please bear in mind that there is a lot of tidying up we need to do, but the aim of this applet is just to demonstrate the game. Click here to check out the YARTS applet, and please send us some feedback!
23rd April 2001 -- [Dunk]
We've got an applet version of the game working nicely, and we'll be posting it on this page as soon as we've completed some testing and a few finishing touches.
2nd April 2001 -- [Dunk]
Higher quality terrain graphics have been created that really make a difference to the look of the game (screenshot).
27th March 2001 -- [Dunk]
We reached a significant milestone last week when the first implementation of a simple enemy AI player was introduced. This means that the game is now semi-playable and it also makes testing a lot more fun! There's also been some improvements to the user interface, and the addition of a long-range artillery unit (see the screenshots). We will provide a downloadable version (for Windows, Linux and MacOS) sometime over the next few weeks, once we've made things look a little more presentable. We've also just discovered that our site is number one in a Google search for "java rts"!
16th January 2001 -- [Dunk]
We're over half-way there. The game looks promising now, and it's almost at the point where we can begin to properly play-test it. Most of the serious groundwork has been done (e.g. the physics and graphics engine, unit AI and client-server communications). See below for more information.
Current Implementation Status:
Working/Workable
Under Development
To Do
Game Type Ideas
If there are any features that you think we should include in our game, please contact us with some constructive advice. Please remember that we are trying to avoid feature-creep and would rather properly implement a less-ambitious game than never finish a complex game.
Basic Features
Nifty Features
3rd August 2001
2nd April 2001
27th March 2001
16th January 2001
We encourage you to give feedback to the makers of this game; please email them at:
(Our apologies for displaying the email address as an image, but it is intended to reduce the amount of spam we receive.)
This is our section for links to any sites that have been an inspiration, or useful in development.
Personal Websites
26th March 2002