Posts Tagged ‘TA

16
Feb
09

This blog has moved!

The Future of Real-Time Strategy
http://rtsconcept.wordpress.com

So go check it out!

[EDIT: The TA Bugfix all-in-one pack (BFTAx) can still be downloaded here. The current Hamachi pass to play online is: casadelphilosophy. Enjoy!]

17
Nov
08

Units (part II)

Finally I get around to part two! I’ve had a number of thoughts lately, perhaps inspired by the recent announcement about a possible 2010 release of Supreme Commander 2, to do with RTS games – more specifically; units, command management / control, and user interface. I’ll continue my rant about units in this post but try to tie in the other aspects as I go along.

Upon reflection, what most strikes me and sort of disappoints me about units in Supcom, as opposed to say, TA, is how ‘light’ and unsubstantial they feel. They appear to slide about the terrain as if skating across ice (yes, especially the hover units but not only those) and don’t bump into one another in the manner you’d expect giant metal tanks and robots to do – it’s all soft and bouncy and well… it just doesn’t feel right.

Continue reading ‘Units (part II)’

01
May
08

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
08

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
08

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
08

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.

14
Apr
08

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!