01
May

Units (part I)

Traditionally, RTS units are non de-constructible. What I mean is that the actual units themselves, in almost all RTS games I’ve played, live a short ‘0 / 1′ alive/dead existence, with a certain amount of damage points (shown as health-bars) to represent damage in a fairly abstract way. Most RTS games display diminishing health/damage of a given unit with some kind of cute preset animation. For example, in Total Annihilation the units billow an ever greater amount of smoke. Upon actual death they possess a variety of explosion animations to represent their demise, such as breaking apart or full blown explosions with flying debris!

In Supreme Commander we see pretty much the same system but with fancier deaths or damage animations. The experimental units in particular go out with a real bang. I’m going to propose a more modern and importantly, more fun system in terms of actual gameplay mechanics. It is also, I think, a more realistic way of doing things and fits in with my RTS concept.

Continue reading ‘Units (part I)’

25
Apr

The Single-Resource Model

Those of you brave enough to browse my scrappy notes may have noticed that I was brainstorming a resource system for my futuristic RTS concept. I am still adamant that the more logical option, despite being a HUGE fan of T.A and Supreme Commander, is the single, not dual (energy/metal) resource system. The main reason for this is that it fits in with my ideas for linking the expansion of ones empire very directly to resource income in order to promote (but not insist upon) continuing growth.

This single resource which could be regarded as ‘energy’ or ‘finances’ etc, then links into two main areas of the game; research and production. Research is centered around the classical turn-based Space Empires-esq ‘tech tree’ system. Production is of course, anything to do with the actual building, maintenance, repair or reclamation of items within ones empire.

As much as I love T.A, I want to get away from its reliance on good eco-management skills and make RTS even more action packed and strategy/movement centered. The building of energy-metal converters and so on is a fine concept but it does detract slightly from the core notion of warfare and expansion of empire.

Continue reading ‘The Single-Resource Model’

24
Apr

Changes

I’ve changed the name and direction of this blog to something more appropriate. The T.A-Bugfix community has once again gone into inactivity/hibernation, although games are occasionally being played so newcomers are still welcome to get in touch for a game and grab the files (top right!).

I’ll be focusing on one of my mental hobbies - thinking about the application of true strategy in video game design, particularly RTS games but not exclusively. At some point soon I *WILL* update the concept page with something readable!!!

22
Apr

The Supreme Commander

I know this article has been floating around the Supcom/TA community for some time but I had to link to this interview with Chris Taylor, for two tantalizing reasons.

We’ll return to the SC universe again, but we’ll just have to see when that day is. Maybe when everybody has 64-bit processors…

and…

I’d like to develop something casual, but a little more sophisticated, not just a one-play session type game, but one that persists online, something where you get a score you can track over time like an MMO.

22
Apr

Scanning the blogosphere

“The Tangled Concept of Balance” - A superb article over at Gaming’s Alembic about balance, fairness, strategy and style with regards to RTS games. Excerpt:

The first concept generally associated with game balance is what I’m going to call fairness: an equal chance of victory given to all parties. A fair game is one in which no player begins at an inherent advantage or disadvantage, except due to intrinsic qualities of the particular players. Thus, a more experienced or skilled player may be more likely to win than a novice player, but there is no inherent advantage or disadvantage to being assigned a particular player slot (for example, we would say chess is fair if there were no inherent advantage in playing white or black).

Fairness, as I’m [defining] it, allows that players may make choices which are more or less advantageous to themselves, and that the game’s outcome may be affected by random events that favor one player or another. However, before the game starts, there is nothing about the game that will help you to predict the eventual winner…

Highly detailed and well written post if you ask me. Read more…

Also check out “Opportunity Cost” over at the cool Design.Wrong blog. Very interesting delve into how costs affect gameplay and quote “the traditional 3 early game strategies (expand, rush, defend)“.

21
Apr

Interesting Post

Posted back in Dec ‘07 this is an interesting post about a real time strategy game concept by the author of the blog “The World Is A Neat Place, Usually”, entitled “Some More RTS Game Concepts…“. So go check it out!

20
Apr

Galaxy’s End

Found this very interesting RTS game in development - ‘Galaxy’s End’ by Tiki Games. It’s designed ground up for the PSP and currently it looks like they are “seeking a publisher”. From the website:

Galaxy’s End, an original science-fiction RTS designed from the ground-up for handhelds and consoles, is the first game being developed by Tiki Games. Compelling 3D visuals complement a streamlined and intuitive control system that allows players to learn the game within a matter of minutes. Galaxy’s End has also received Stage 1 Approval from SCEA. We presently have work-in-progress screenshots and a gameplay movie taken from the Sony PSP version of Galaxy’s End.

Portable Gaming Revolution also published a 3-part article entitled “The Struggles of Tiki Games”:
part 1 | part 2 | part 3

17
Apr

Gamasutra Article

An article from Jan ‘08 by Nathan Toronto over at Gamasutra entitled “The Future Of The Real-Time Strategy Game” made some interesting criticisms about traditional RTS games, particularly micro/macro-management and the difference between tactics and strategy.

14
Apr

Blabbing away…

I was chatting to a friend today after a game of TA, about some ideas concerning the future of RTS games (check out my messy notes if you haven’t already.) Anyway I actually started to openly blab on about some more ideas I have had recently and what I perceive to be flaws in current games like Starcraft, C&C, Supreme Commander and even TA.

I waffled on about balancing, UI concepts, features, multiplayer etc and came up with an interesting brainstorm which follows on from some of the multiplayer concepts proposed in my notes. I thought I’d just paste part of the chat log on this blog because I haven’t updated it recently.

So, go read the horribly edited Skype chat transcript here. If you dare!

10
Apr

Files

I have added a few links to the files section (top-right column) including the Tamec map feature-set, some 3rd party maps from TA-Zone and my all time favorite, PD2.