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It's all incremental. Here's some ancient history; some dates might be wrong.
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It's all incremental. Here's some ancient history; some dates might be wrong.
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1997:
a
commercial
game,
Total
Annihilation,
is
released
(
by
Cavedog
Entertainment,
led
by
Chris
Taylor)
.
It
introduces
a
lot
of
concepts
such
as
physically
simulated
weapons
and
streaming
economy.
One
of
the
reasons
for
its
longevity
is
that
it
is
highly
moddable.
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3 |
1997:
a
commercial
game,
Total
Annihilation,
is
released
(
by
Cavedog
Entertainment,
led
by
Chris
Taylor)
.
It
introduces
a
lot
of
concepts
such
as
physically
simulated
weapons
and
streaming
economy.
One
of
the
reasons
for
its
popularity
is
that
it
is
highly
moddable.
|
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\n
|
4 |
\n
|
5 |
1998: UberHack is created by BraveSirRobin. It is a simple mod for TA with some design changes (like anti-air only targetting planes) and fixes, and becomes a popular base for other modders' work. A lot of standalone units start being created and distributed over the TA community, usually in various unit packs.
|
5 |
1998: UberHack is created by BraveSirRobin. It is a simple mod for TA with some design changes (like anti-air only targetting planes) and fixes, and becomes a popular base for other modders' work. A lot of standalone units start being created and distributed over the TA community, usually in various unit packs.
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1999: TA Demo Recorder is created by a clan called Swedish Yankspankers. It is basically a mod that allows to record games and play them back (something the retail game lacked).
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1999: TA Demo Recorder is created by a clan called Swedish Yankspankers. It is basically a mod that allows to record games and play them back (something the retail game lacked).
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2001: Swedish Yankspankers figure out that TA has orthogonal camera and no ability to rotate it, which makes TA's 3D world look 2D. They decide to evolve the demo recorder into a 3D engine able to use TA content.
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2001: Swedish Yankspankers figure out that TA has orthogonal camera and no ability to rotate it, which makes TA's 3D world look 2D. They decide to evolve the demo recorder into a 3D engine able to use TA content.
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2001: Absolute Annihilation (AA) is created by Caydr. It is a decently popular TA unit pack mod based on UberHack.
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2001: Absolute Annihilation (AA) is created by Caydr. It is a decently popular TA unit pack mod based on UberHack.
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2004:
first
public
release
of
Swedish
Yankspankers'
engine,
by
this
time
called
TASpring
(
which
eventually
became
just
Spring)
.
There's
a
separate
infrastructure
from
TA
(
including
a
lobby
server
that
makes
it
easy
to
install
mods)
.
AA
is
ported
to
Spring
and
becomes
the
#1
most
popular
mod
there.
People
learn
about
Spring
from
TA
communities.
|
13 |
2004:
first
public
release
of
Swedish
Yankspankers'
engine,
by
this
time
called
TASpring
(
which
eventually
became
just
Spring)
.
There's
a
separate
infrastructure
from
TA
(
including
a
lobby
server
that
makes
it
easy
to
play
different
mods)
.
AA
is
ported
to
Spring
and
becomes
the
#1
most
popular
mod
there.
People
learn
about
Spring
from
TA
communities.
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2006(ish): Balanced Annihilation (BA) is forked from AA (by Noize), focusing on competitive 1v1 play. Also quickly becomes the #1 mod because the author of AA left.
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2006(ish): Balanced Annihilation (BA) is forked from AA (by Noize), focusing on competitive 1v1 play. Also quickly becomes the #1 mod because the author of AA left.
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2007: @Saktoth is amazed after some noob pwns him in 1v1 BA with 1 Dart by driving around his factory. "Wow, you can do that!?". Decides to make a mod where physical unit interactions are important, forking BA to create Complete Annihilation (CA), and gathers a bunch of enthusiastic players to help (these are just Spring players he met in the lobby, mostly). @[LCC]quantum[0K] helps with game design (they come up with the idea of unit roles and balancing guidelines to keep units unique); @Licho creates autohosts that ease keeping the mod played and @detrino designs an update system which automatically downloads game updates, which allows very quick development. @[LCC]jK creates the GUI framework and @CarRepairer creates GUI. @Histidine (aka KingRaptor) contributes in all areas. CA is where ZK really got its identity.
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2007: @Saktoth is amazed after some noob pwns him in 1v1 BA with 1 Dart by driving around his factory. "Wow, you can do that!?". Decides to make a mod where physical unit interactions are important, forking BA to create Complete Annihilation (CA), and gathers a bunch of enthusiastic players to help (these are just Spring players he met in the lobby, mostly). @[LCC]quantum[0K] helps with game design (they come up with the idea of unit roles and balancing guidelines to keep units unique); @Licho creates autohosts that ease keeping the mod played and @detrino designs an update system which automatically downloads game updates, which allows very quick development. @[LCC]jK creates the GUI framework and @CarRepairer creates GUI. @Histidine (aka KingRaptor) contributes in all areas. CA is where ZK really got its identity.
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2010: @GoogleFrog proposes a redesign of CA (merging CA's two factions into one and flattening the tech tree, alongside the needed factory changes). This becomes ZK. @Licho creates further infrastructure (website, later on the server) which lets ZK become a standalone game.
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2010: @GoogleFrog proposes a redesign of CA (merging CA's two factions into one and flattening the tech tree, alongside the needed factory changes). This becomes ZK. @Licho creates further infrastructure (website, later on the server) which lets ZK become a standalone game.
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