1 |
I
liked
Brood
War.
But
i
liked
Urban
Assault
more:
it
was
3d,
and
it
had
physics,
and
it
had
some
armor
rules
but
no
targeting
rules.
I
could
shoot
bombers
down
with
a
tank,
or
kill
fighter
planes
by
dropping
bombs
on
them.
It
was
also
personal
when
you
shot
your
enemies
because
of
the
embodied
commander
aspect.
|
1 |
I
liked
Brood
War.
But
i
liked
Urban
Assault
more:
it
was
3d,
and
it
had
physics,
and
it
had
some
armor
rules
but
no
targeting
rules.
I
could
shoot
bombers
down
with
a
tank,
or
kill
fighter
planes
by
dropping
bombs
on
them.
It
had
a
flat
tech
tree.
It
was
also
personal
when
you
shot
your
enemies
because
of
the
embodied
commander
aspect.
|
2 |
\n
|
2 |
\n
|
3 |
But Urban Assault was sadly dated, didn't run on modern systems or Linux, had no multiplayer, and nothing similar was on the horizon. However, i had some experience modding games. A plan quickly hatched: i shall make my own clone of Urban Assault! It will have physics, fast-paced combat, and no contrived targeting rules!
|
3 |
But Urban Assault was sadly dated, didn't run on modern systems or Linux, had no multiplayer, and nothing similar was on the horizon. However, i had some experience modding games. A plan quickly hatched: i shall make my own clone of Urban Assault! It will have physics, fast-paced combat, and no contrived targeting rules!
|
4 |
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|
4 |
\n
|
5 |
I decided i'd do this on Spring engine in 2008 to 2009 and actually got somewhere along with it. I couldn't really run CA at that point because CA demanded a lot more computer power than i had, and was an "annihilation" which, to me, meant just another artless clone lacking any interesting mechanics or designs, and forever poisoned by the touch of Big Gamedev corporate IP.
|
5 |
I decided i'd do this on Spring engine in 2008 to 2009 and actually got somewhere along with it. I couldn't really run CA at that point because CA demanded a lot more computer power than i had, and was an "annihilation" which, to me, meant just another artless clone lacking any interesting mechanics or designs, and forever poisoned by the touch of Big Gamedev corporate IP.
|
6 |
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|
6 |
\n
|
7 |
Then RL interfered, and i abandoned this project. In 2011, i was prepping to resume it with more skills and a better computer. So i decided to research what recent advances happened in Spring that would affect my plans. I ignored all games which had the word "annihilation" in them, again, but this time CA was called ZK and also claimed all kinds of radical changes, so i went to investigate.
|
7 |
Then RL interfered, and i abandoned this project. In 2011, i was prepping to resume it with more skills and a better computer. So i decided to research what recent advances happened in Spring that would affect my plans. I ignored all games which had the word "annihilation" in them, again, but this time CA was called ZK and also claimed all kinds of radical changes, so i went to investigate.
|
8 |
\n
|
8 |
\n
|
9 |
ZK was fast paced. It had physics. It had very little in terms of targeting restrictions. It eliminated armor classes. It eliminated tech trees. It was already existing and had a multiplayer community. The only thing missing was direct control over units - a feature that spend long decaying in Spring, and one i was by then prepared to abandon because no engine developer cared to support it or even enable easier Lua implementations.
|
9 |
ZK was fast paced. It had physics. It had very little in terms of targeting restrictions. It eliminated armor classes. It eliminated tech trees. It was already existing and had a multiplayer community. The only thing missing was direct control over units - a feature that spend long decaying in Spring, and one i was by then prepared to abandon because no engine developer cared to support it or even enable easier Lua implementations.
|
10 |
\n
|
10 |
\n
|
11 |
So, essentially, my plan was implemented better than i could hope. It was time to pwn.
|
11 |
So, essentially, my plan was implemented better than i could hope. It was time to pwn.
|