What would be cool is a single-player RTS where you have to beat a superior force with limited time travel and all sorts of semi-scripted missions oriented around time-travel. But this right here, it's just confusing and ugly.
What would be cool is a single-player RTS where you have to beat a superior force with limited time travel and all sorts of semi-scripted missions oriented around time-travel. But this right here, it's just confusing and ugly.
It's ugly because it won't be released till 2010 and I imagine they're working on the core gameplay mechanics. Besides, even if it is ugly it still sounds like a lot of fun.
Darmak on
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited March 2009
Hot damn this a great concept. Imagine building three different sets of units, sending two sets back to different times, then assaulting so that all three arrive simultaneously. I wonder if gameplay like this would at all negate the common tactic of winning by just building a million of the best units and rushing? You could potentially go back in time to before the rush gets built and destroy the factory so that the units never get built.
Overall, things seem pretty RTS-standard. The whole time-wave thing and the way damage is indicated on the timeline seems very simple and intuitive, though, which is pretty cool. I couldn't care less if the game itself doesn't look too hot, the time-travel execution alone looks like it could provide for some incredible stuff.
Who the hell would want to play another boring scripted single-player campaign when they could play against actual opponents in four dimensions? Campaign stuff is just practice for multiplayer anyway.
So when Bill and Ted thought real hard to remember to do something in the future to help themselves out, they were planning this game?
I have just come back from the future and I saw so many exploits and griefing, like intentionally causing a paradox. Its like in spring when someone would build an airbase and pick up their commander and nuke your base with it when it was a "game ends when commander dies" type.
edit: Does this mean we all owe Squidi blowjobs for thinking of a timetravel game?
A neat concept would be if a game could record every "effect" a unit has made on the world, such as the units its destroyed or resources it has harvested or buildings its created, and then if that unit were to be killed in the past, each effect that unit created would be either undone, or sometimes given away to another similar unit to preserve the effect.
Yes but right before it gets uninstalled the game sends a help signal and a man busts into your house and slaps the shit out of you before you ever made the descision in the first place.
So when Bill and Ted thought real hard to remember to do something in the future to help themselves out, they were planning this game?
I have just come back from the future and I saw so many exploits and griefing, like intentionally causing a paradox. Its like in spring when someone would build an airbase and pick up their commander and nuke your base with it when it was a "game ends when commander dies" type.
edit: Does this mean we all owe Squidi blowjobs for thinking of a timetravel game?
I would think that paradoxes actually self unravel. They are actually created by stupid people who don't understand anything at all about temporal mechanics.
So if you build a bunch of units, then send them back and destroy the building they came from, does the game crash to desktop and uninstall itself?
I think the best thing to do would be to treat it as if none of it ever happened. There was never a factory built, there were never units built, and those units were certainly never sent back in time to change anything.
So basically, you get whatever time travel resources you used up back into your stash, and none of the actions the time travelling units made in the past count, except for the one that destroyed them. And you don't get your units back either.
This also means if you send units into the past to make changes, and your enemy doesn't like the changes, he could go in the past and stop your units from ever being created which means all their actions would be wiped out from history if no other unit is able to replace them.
Obs on
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ArchonexNo hard feelings, right?Registered Userregular
This just in, Achron cancelled due to griefing in the future that results in death of loser in home.
You know, watching a replay of this game's skirmish matches would be absolutely insane, depending on how they set it up.
Archonex on
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ViscountalphaThe pen is mightier than the swordhttp://youtu.be/G_sBOsh-vyIRegistered Userregular
edited March 2009
Essentially, we would need to see a demo of this game to really understand how they worked the time-travel aspect honestly. The footage only goes so far. I love the idea personally, the fact of sending units forward and backward in time and having a limited chronoton power source is awesome.
if they polish the graphics and actually get some nice artwork and in there, I think they would have something very unique. I highly doubt the average gamer would put up with time travel malarky though. Might be a hard sell for too many people to ever go beyond a nitch game.
My biggest problem with this game is that beyond the time travel gimmick you basically have what looks like a paper thin RTS.
I actually don't think time travel alone is a good enough gimmick for an RTS game. It's just another form of movement. You'd really have to rethink how one would wage war across time to make a whole good game out of it.
Why do people keep bringing up the fact that it will probably be a hard sell to the average gamer? Who gives a shit? As long as it is released and is good and you enjoy it, why would you care if John Average buys it or not?
Darmak on
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited March 2009
For a game like this, the armies can be paper thin for all I care. Most RTS games tend to just be rock-paper-scissors stuff with some tech trees anyway. Rarely is actual strategic and tactical thinking rewarded beyond encouraging people to just build a ton of one unit and overwhelm an enemy.
With this game concept, you could effectively be fighting several battles at the same time while having to keep track of which outcomes are more important. Actual thinking is required beyond memorizing the best build orders. I could see people not liking this game for no other reason than the counter for massive rushes is as simple as someone scooting back in time and destroying the source of production.
I mean, what do you really need for an RTS? Infantry units, air units, and armored ground units (tanks, mechs, whatever) cover the majority of what most RTS games use. Personally, I am completely fine with a game skipping over tech trees which require you to research 8 different things before getting anything worthwhile. I'm tired of RTS games where you just spend forever building defenses, researching tech, occasionally harassing your opponent, and then either getting wiped out in a massive onslaught or doing the same to your opponent.
I can't say this game will be great or anything (duh, I haven't played it or even seen more than a few minutes of playtime video), but this game looks like it will be different in a really, really good way.
Well, I was finally able to watch the videos when I got home last night. Looks pretty cool, I like how they display the time waves and how you can see when your opponent is issuing commands and the like.
Could anyone tell how the time waves work? Does each time wave have its own version of reality and when that wave reaches the present all the actions in it take effect, or is it more like whenever any wave hits the present, everything is updated?
This feels almost like Primer in video game form. (And with more base-building and units. But otherwise exactly the same.)
At the absolute least, it sure sounds like great fun to mess around in.
I'm sure it will lead to many "what the fuck just happened?" moments due to people not always paying attention or understanding fully how the system works. Hell, it hurts my brain to think about it too hard.
Darmak on
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ViscountalphaThe pen is mightier than the swordhttp://youtu.be/G_sBOsh-vyIRegistered Userregular
Why do people keep bringing up the fact that it will probably be a hard sell to the average gamer? Who gives a shit? As long as it is released and is good and you enjoy it, why would you care if John Average buys it or not?
Because, thats how people keep making games. I want this developer to succeed.
This feels almost like Primer in video game form. (And with more base-building and units. But otherwise exactly the same.)
At the absolute least, it sure sounds like great fun to mess around in.
I'm sure it will lead to many "what the fuck just happened?" moments due to people not always paying attention or understanding fully how the system works. Hell, it hurts my brain to think about it too hard.
I regularly have those moments in just about every strategy game I've played. So many of my musketmen in Civilisation have had to deal with the sight of planes turning up over the horizon, I think they'd be at home in a time-travelling game.
Could anyone tell how the time waves work? Does each time wave have its own version of reality and when that wave reaches the present all the actions in it take effect, or is it more like whenever any wave hits the present, everything is updated?
I'm curious about that as well... If you destroy your opponents base in the past, and he goes back past to change it, and both events have thier own timewave, does your opponent sit with a destroyed base untill the timewave with his "fix" apears, or will his changes take effect?
Foefaller on
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ViscountalphaThe pen is mightier than the swordhttp://youtu.be/G_sBOsh-vyIRegistered Userregular
Could anyone tell how the time waves work? Does each time wave have its own version of reality and when that wave reaches the present all the actions in it take effect, or is it more like whenever any wave hits the present, everything is updated?
I'm curious about that as well... If you destroy your opponents base in the past, and he goes back past to change it, and both events have their own timewave, does your opponent sit with a destroyed base until the timewave with his "fix" appears, or will his changes take effect?
We will have to see the demo to answer these questions. I know they will have to patch some bugs because they are almost guaranteed show up with this much game mechanics involved. Even if they don't fix the graphics, I will have to see how this one unfolds if it "sees the light of day" so to speak.
This feels almost like Primer in video game form. (And with more base-building and units. But otherwise exactly the same.)
At the absolute least, it sure sounds like great fun to mess around in.
There weren't any time waves in Primer, though. However long you stayed in the machine is how far back you went. And the machine was collapsable, so they could bring the time machine into another time machine and then they start cloning themselves and...
If you can make heads or tails out of it, you're a fucking genius.
This feels almost like Primer in video game form. (And with more base-building and units. But otherwise exactly the same.)
At the absolute least, it sure sounds like great fun to mess around in.
There weren't any time waves in Primer, though. However long you stayed in the machine is how far back you went. And the machine was collapsable, so they could bring the time machine into another time machine and then they start cloning themselves and...
If you can make heads or tails out of it, you're a fucking genius.
That's what I was referring to, more or less. :P
Still an awesome movie though, if only because it directly conveys the sense of complete and utter clusterfucktitude that would happen if time travel actually existed.
I kind of want a turn-based strategy game with this concept. Might make it a little more manageable, and I wouldn't have to worry about my horrid twitch skills.
That seems to be the cool thing about this though, if you're having trouble clicking fast enough, just switch the game to slow motion, I think there's even a pause. Also, watching these videos melted my brain.
watching the 3rd video was painful.... chrono-fragging? cool concept, but going to be a pain in the ass to make sure you don't warp into the past on top of a unit.
like making the jump into hyperspace into an asteroid field.
I actually know one of the guys involved in this. He's the main programmer, or something of that sort. One reason this might take a while is he also has a real job, so this can only be worked on in his free time. Also he got married just a couple of weeks ago.
EmperorSeth on
You know what? Nanowrimo's cancelled on account of the world is stupid.
Posts
Three seconds into the past I am clicking on the Mammoth Tank.
Two seconds into the future I unselect the tank. I am tired of looking at dead things.
I am trying to give a name to the programmer that set them in motion.
Who makes the map?
I don't exactly think this is a game they're trying to appeal to the mass market. It's obviously an indy experiment, and an awesome one at that
I would certainly play it
It's ugly because it won't be released till 2010 and I imagine they're working on the core gameplay mechanics. Besides, even if it is ugly it still sounds like a lot of fun.
But if it works, dear God it would be awesome.
Overall, things seem pretty RTS-standard. The whole time-wave thing and the way damage is indicated on the timeline seems very simple and intuitive, though, which is pretty cool. I couldn't care less if the game itself doesn't look too hot, the time-travel execution alone looks like it could provide for some incredible stuff.
Who the hell would want to play another boring scripted single-player campaign when they could play against actual opponents in four dimensions? Campaign stuff is just practice for multiplayer anyway.
I have just come back from the future and I saw so many exploits and griefing, like intentionally causing a paradox. Its like in spring when someone would build an airbase and pick up their commander and nuke your base with it when it was a "game ends when commander dies" type.
edit: Does this mean we all owe Squidi blowjobs for thinking of a timetravel game?
http://www.fallout3nexus.com/downloads/file.php?id=16534
A neat concept would be if a game could record every "effect" a unit has made on the world, such as the units its destroyed or resources it has harvested or buildings its created, and then if that unit were to be killed in the past, each effect that unit created would be either undone, or sometimes given away to another similar unit to preserve the effect.
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
http://www.fallout3nexus.com/downloads/file.php?id=16534
I would think that paradoxes actually self unravel. They are actually created by stupid people who don't understand anything at all about temporal mechanics.
I think the best thing to do would be to treat it as if none of it ever happened. There was never a factory built, there were never units built, and those units were certainly never sent back in time to change anything.
So basically, you get whatever time travel resources you used up back into your stash, and none of the actions the time travelling units made in the past count, except for the one that destroyed them. And you don't get your units back either.
This also means if you send units into the past to make changes, and your enemy doesn't like the changes, he could go in the past and stop your units from ever being created which means all their actions would be wiped out from history if no other unit is able to replace them.
You know, watching a replay of this game's skirmish matches would be absolutely insane, depending on how they set it up.
if they polish the graphics and actually get some nice artwork and in there, I think they would have something very unique. I highly doubt the average gamer would put up with time travel malarky though. Might be a hard sell for too many people to ever go beyond a nitch game.
I actually don't think time travel alone is a good enough gimmick for an RTS game. It's just another form of movement. You'd really have to rethink how one would wage war across time to make a whole good game out of it.
With this game concept, you could effectively be fighting several battles at the same time while having to keep track of which outcomes are more important. Actual thinking is required beyond memorizing the best build orders. I could see people not liking this game for no other reason than the counter for massive rushes is as simple as someone scooting back in time and destroying the source of production.
I mean, what do you really need for an RTS? Infantry units, air units, and armored ground units (tanks, mechs, whatever) cover the majority of what most RTS games use. Personally, I am completely fine with a game skipping over tech trees which require you to research 8 different things before getting anything worthwhile. I'm tired of RTS games where you just spend forever building defenses, researching tech, occasionally harassing your opponent, and then either getting wiped out in a massive onslaught or doing the same to your opponent.
I can't say this game will be great or anything (duh, I haven't played it or even seen more than a few minutes of playtime video), but this game looks like it will be different in a really, really good way.
Fuuuuuuck.
Could anyone tell how the time waves work? Does each time wave have its own version of reality and when that wave reaches the present all the actions in it take effect, or is it more like whenever any wave hits the present, everything is updated?
At the absolute least, it sure sounds like great fun to mess around in.
I'm sure it will lead to many "what the fuck just happened?" moments due to people not always paying attention or understanding fully how the system works. Hell, it hurts my brain to think about it too hard.
Because, thats how people keep making games. I want this developer to succeed.
I regularly have those moments in just about every strategy game I've played. So many of my musketmen in Civilisation have had to deal with the sight of planes turning up over the horizon, I think they'd be at home in a time-travelling game.
I'm curious about that as well... If you destroy your opponents base in the past, and he goes back past to change it, and both events have thier own timewave, does your opponent sit with a destroyed base untill the timewave with his "fix" apears, or will his changes take effect?
We will have to see the demo to answer these questions. I know they will have to patch some bugs because they are almost guaranteed show up with this much game mechanics involved. Even if they don't fix the graphics, I will have to see how this one unfolds if it "sees the light of day" so to speak.
There weren't any time waves in Primer, though. However long you stayed in the machine is how far back you went. And the machine was collapsable, so they could bring the time machine into another time machine and then they start cloning themselves and...
If you can make heads or tails out of it, you're a fucking genius.
But ya, seems a bit too complicated for mainstream success.
That's what I was referring to, more or less. :P
Still an awesome movie though, if only because it directly conveys the sense of complete and utter clusterfucktitude that would happen if time travel actually existed.
PSN: SAW776
Still, I'd love to see the Korean Starcraft vets take on this, just for laughs :P
All I know is, if one of us were to play one of them, we'd probably lose before the game started.
Literally.
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
like making the jump into hyperspace into an asteroid field.
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