1 |
The RTT or RTS game that most influenced my tastes is Myth. It was a late 90s fantasy RTT from Bungie studios (last game series the main Bungie crew made before Halo), and it had full physics interactions with everything. That aspect was the coolest thing ever to me, and I've wanted games like that ever since, especially if they also had basebuilding. I got SupCom for that reason, but I found the speed at which armies were built, along with the delays in commanding them, meant that the physics interactions didn't factor in as much as I'd hoped. After Kings and Castles was cancelled, and it turned out that the people behind the Monday Night Combat games were both the majority of the SupCom-era GPG devs and were making something of a TA successor in Planetary Annihilation, I figured I was worth supporting the Kickstarter.
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1 |
The RTT or RTS game that most influenced my tastes is Myth. It was a late 90s fantasy RTT from Bungie studios (last game series the main Bungie crew made before Halo), and it had full physics interactions with everything. That aspect was the coolest thing ever to me, and I've wanted games like that ever since, especially if they also had basebuilding. I got SupCom for that reason, but I found the speed at which armies were built, along with the delays in commanding them, meant that the physics interactions didn't factor in as much as I'd hoped. After Kings and Castles was cancelled, and it turned out that the people behind the Monday Night Combat games were both the majority of the SupCom-era GPG devs and were making something of a TA successor in Planetary Annihilation, I figured I was worth supporting the Kickstarter.
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3 |
From
there
I
got
to
the
alpha
and
beta
forums,
where
@GoogleFrog
talked
about
Zero-K's
interface
inside
a
question
about
PA's
interface,
which
is
how
I
learned
about
the
game.
I
bounced
off
it
a
bit
before
figuring
out
how
it
worked,
and
spending
over
an
hour
configuring
the
darn
thing.
Once
I
realized
what
the
game
itself
was
really
like,
I
was
both
hooked
and
decided
it
would
make
a
great
game
to
cast
alongside
Achron.
|
3 |
From
there
I
got
to
the
alpha
and
beta
forums,
where
@GoogleFrog
talked
about
Zero-K's
interface
inside
a
question
about
PA's
interface,
which
is
how
I
learned
about
the
game.
I
bounced
off
it
a
bit
before
figuring
out
how
it
worked,
and
spending
over
an
hour
configuring
the
darn
thing.
Once
I
realized
what
the
game
itself
was
really
like,
I
was
both
hooked
and
decided
it
would
make
a
great
game
to
cast
alongside
Achron.
The
physics
system
mattered,
and
as
a
bonus
the
tech
tree
flatness
put
me
in
the
mind
of
the
way
fighting
games
(
which
is
the
only
game
genre
I've
consistently
played
some
game
in
for
the
last
decade)
allow
for
flexible
changes
in
approach
at
a
moment's
notice.
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