The Tech of Planetary Annihilation: ChronoCam (2013)
forrestthewoods.com
forrestthewoods.com
https://store.steampowered.com/app/109700/Achron/
It wasn't a very good game, but it used a similar time-scrubbing mechanic to support time travel.
You could send your units back in time to harass the enemy before they built defences.
Time jumps cost energy, and paradoxes were resolved at wavefronts that moved forward in time faster than 1s per s.
IIRC the motivating goals were:
* Client-server architecture (not p2p)
* gracefully degrade under constrained bandwidth
* replay support
The in-game replay was a by-product we simply thought was cool and novel. I’ve yet to see anything else like it!The system also served as the basis for save/load. I think if you had a full replay you could resume from any point. Pretty sure we shipped that feature, although it’s been so long I forget what shipped and what was merely an idea!
Nothing particularly clever that I can recall. But it’s been quite a few years!
" it’s an upcoming real-time strategy game that had a wildly successful kickstarter in August 2012 and just entered beta. "
And thought "WTF!!!", then scrolled up to see the date on the post...
I'm simply not smart enough to manage 8 frontlines. I'm excited for Industrial Annihilation and hope you're involved with it.
The tldr of pathfinding is voxels and flow fields.
I feel like that's the wrong way to do this. You either use preorder with a scheduled full release window, or steam early access. Taking money as preorders for a steam early access with pretty much no release window... That feels more like vaporware to me.
At least add it to steam for people to wishlist.
Factorio is a fantastic game, so I'm optimistic that copying that model might be good-ish.
https://en.m.wikipedia.org/wiki/Chris_Taylor_(video_game_des...
Supreme Commander 2 is just terrible, I wonder how it got screwed up with Chris still architecting it.
Was not disappoint.
This is a lesson I learned way too late in IT: Get the data structure right and interesting features come at reduced cost.
But most of the times you can.
Things like that coloured my view of PA. They have an interesting engine but the consensus back when it was released seemed to be that they didn't manage an engaging game. I got the impression the engine was consuming too much of their attention.
MentalGen choose your weapon: https://www.explainxkcd.com/wiki/index.php/977:_Map_Projecti...
However, I don't think I have seen a dev team flex their engine-developing muscles as much since in a game. It's clear that a team of Uber-talented (pun intended) people with a passion for their craft set out to use a lot of cool technologies, and I think that's worth something by itself.
1) Games are meant to trigger the imagination which is fun. In this sense, Planetary Annihilation looks successful.
2) Games are a computer interface that should be fun to interact with. In this sense, Planetary Annihilation looks like an extreme failure. Managing battles on multiple planets in real-time sounds incredibly frustrating and the often overlooked aspect of actually interacting with the game would be horrible.
I always found StarCraft limiting, it didn't excite my imagination. I couldn't understand why Starcraft 2 was (and still is?) the most successful RTS game. You fight with 10s of units and you can't zoom out; where's the spectacle to trigger my imagination? Then I realized StarCraft was an game about user interface, and the user interface is pretty good. Select units, click them around, watch and click the mini-map, keep it simple and responsive. It's under appreciated how fun it is to simply select a few units and click them across the screen.
StarCraft isn't my favorite, but the subtle user interactions in the game are limited but not frustrating. Whereas Planetary Annihilation always looked like a game where user interactions have fewer limits, but a lot of frustration.
And yeah, that was an implicit comparison I was making, I would look at games like SupCom and wonder why StarCraft was more popular, and thus my previous comment.
(To say nothing of Supcom's annoying habit of units setting off in the opposite direction. Especially irritating for your ACU when trying to beat a hasty retreat, which arguably shouldn't even have the vehicle movement mechanics which causes this)
PA: Titans is 85% positive on Steam with over 10,000 reviews. It's objectively a good game!
> I got the impression the engine was consuming too much of their attention.
I think you have the order of operations wrong.
Having multiple, spherical battlefields was arguably a mistake. It absolutely limited the game's audience and made controlling things much more confusing and difficult.
But you have to remember this game started as a Kickstarter. We didn't have a prototype, just a vision. The game was sold on multiple planets of combat. There was no way we could have possibly changed the game from multiple spheres to a flat 2D plane after raising $2.2 million on KS.
In fact I'd argue there were multiple "bad ideas" that we were forced to ship because the community decided they were PROMISED those features. Sometimes those promises were things like the core vision sold on KS. But sometimes the features were small things casually mentioned as ideas being considered. Managing community expectations is very difficult!
PA 1.0 was a bit a flop for reasons. But PA: Titans was quite good. The game was shipped on a custom engine in just 2 years, or 3 years for Titans. In hindsight it's one of the most impressive team achievements of my career. I don't know how we did it.
I still play TA ...
The other downside was the fact that it was possible to assault arbitrary points - e.g. drop units from orbit in the middle of enemy base. It required much more awareness about the whole map. In 2D game one could mostly focus on front lines and choke points.