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thedawner · 2 months
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Did some studies based off some Age of Mythology screenshots I took.
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papapandashipyards · 7 months
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Designing the OSP Ships for Nebulous Fleet Command
A good long while ago, I had the honour to design the second faction for the supremely excellent game Nebulous Fleet Command. (Get it here, don't hesitate, what are you waiting for? Get the game!) That faction being the OSP. The OSP's main thing being, that almost their entire fleet is made up of retrofitted civilian ships, hastily pushed into service. Almost. The first ship on the design block was The Ocello class Command Cruiser. The idea behind it was, that it used to be a state of the art Warship, but that time had passed a good 100 years ago. Many of these were mothballed withing OSP territory, and quite frankly you don't look a fully armored 12000 ton gif horse in the mouth, when a battle hardened navy is knocking at your door asking "you and what army?"
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From the Tip of the spear we move over to what was avaliable. Civvies. Not to fret though, what they lack in class, they make up for in mass, either by numbers or by tonnage. We'll start with the numbers first, and this is where we meet the clippers. Clippers are the small fry of vessels, shuttles tugs, transport feeders, the small guys of the blue collar world. This may not bless them with lots of armor, but they sure as heck makes up for it in versatility. The Design brief asked for everyday civilian vessels in the size range of 60 to 95 meters, so I gave it my best shot with this lot.
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Ultimately only three of these made it into the game, to uphold the delicate balance of the amount of work it takes the team to actually make one of these ships happen and also the gameplay balance of what their exact roles are and wether or not they are redundant, gameplay wise. I think the Team went with the right vessels, and I would only lament that I'd love to have had the "Mantis" as well. This leads us to the final and perhaps most interesting subject: The Freighters. The design document asked for three distinct types of freighters: -Bulk Freighters -Container Freighter -Liquid Gas Freighters Adittionally these ships were meant to be Randomizable in two ways: -be made out of three interchangeable sections, front, middle, engine
-lots of little doodads, like bridges, cranes, tanks etc. So I got to work and these are the results: Bulk freighter base models:
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Bulk Freighter with Doodads example:
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Finally some remixed Bulk freighter Hulls:
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This worked out quite well for my sensibilities, so I went along with the other designs. Base Container Freighters:
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Versions with Doodads:
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And finally the LNG Freighters You know the drill by now. Base models:
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Doodad examples:
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And finally some remix variants.
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And that is all! What a great and wild ride! The LNG Freighters unfortunately also ended up on the chopping block, but it's also understandable why; there's just too much hollow tank on these, to make for anything useful in combat. There we are. One whole like diary entry about my short and super sweet work for Nebulous Fleet Command. The Team there is doing wonderful work, and it has been one of my proudest moments seeing my scribbles turn into actual things in a video game that you can use to fight with - surreal! Shoutout to Mazer Ludd for Commissioning me on this awesome project and of course to Stephmo for making such cool models from my puny drawings!
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vaporweb · 6 months
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StarCraft Taught Me How to Code
It was the year 2000. I regularly hung out with my best friend, Mike. His older brother, Bobby, was always in the office using the computer. He was playing StarCraft. I was really captivated by it. Bobby commanded massive armies and used them to destroy enemies from an isometric point of view.
Bobby never left the computer long enough for me to give it a try, but Mike said they have it for the N64. We stayed up until 7 in the morning the next day playing it. It was terrible. An RTS on a console was an abomination. A mouse and keyboard was a necessity. But I was 10 years old and I didn't care and we couldn't stop playing.
I eventually got the game for my own computer. It was the fist online game I ever played. Battle.net was a super highway to another dimension. I could play with anyone—from the east coast to the west coast, Europe to Asia. It was easier to find people with similar interests than on the Web.
You could essentially create your own game using StarCraft assets. It taught me logic and how to code.
The game was fun. But the thing that became my favorite was its campaign editor. You could essentially create your own game using StarCraft assets. It taught me logic and how to code. You would create conditional statements, and if conditions were met, then something would happen as a result.
When you played other peoples' games, you first downloaded them and they would go in a specific folder that you could open in the campaign editor. Sometimes people used mods that would lock you out and prevent you from reading their logic, but most of the time you could learn from them and see how the games worked.
I read a lot of other peoples conditional statements, copied them and saw how they functioned. I learned a lot about triggers, making things happened at certain times, or causing something to happen when someone brings something to a specific place.
I give a lot of credit to StarCraft for my love to code and build things for the Web.
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grayrazor · 7 months
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I find I enjoy the GDI and Soviet campaigns in C&C better than the Nod and Allied ones.
I guess for me being the big stompy boot is more fun than being the knife in the dark.
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strategy012xyzcom · 7 months
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#ESL #ESLSC #Sc2 #RtsGames #EsportLeagueStarCraft
Live https://www.twitch.tv/esl_sc2
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breezingwing · 8 months
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i fucklig love the way RTS games put a little window with the face of the little guy / creatur you're controlling. like there you go honey sweetie lovely, pose for the camera while i send you and your 30 clones to your doom.
More games should do that. The original Doom had the right idea.
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fiiinal · 2 months
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crowneprince · 6 months
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Age of Empires thumbnail art for CloudCuckooCountry's new video essay (RTS is easy and fun).
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military012xyzcom · 6 months
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#HelpingHans #Coh #MilStraGames
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vvileentityart · 3 months
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Promotions!
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assembly-rts · 28 days
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What defining features set Assembly RTS apart from other strategy games? - Unit customization - Physics-based movement Wishlist on Steam!
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plaguerenamon · 2 months
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"We fight as one, comrade!"
Some fanart of Red Alert 3, pretty fun RTS.
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acquired-stardust · 9 months
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Game Spotlight #5: Warlocked (2000)
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It's time for our fifth Gaming Spotlight this time brought to you by Larsa. This spotlight will feature the first Gameboy Color game we have covered. When you think of the Gameboy Color you think of great games like Pokemon Gold/Sliver, The Legend of Zelda: Link's Awakening, or even a more underrated hit like Harvest Moon 3. Those games were bright representations of their genres and the sort of titles the handheld had became known for at the time. Now with that said, did you know that the Gameboy Color had its very own Real-Time Strategy game published by Nintendo?
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I introduce to you "Warlocked", a cult classic game that wears its inspirations on its sleeve. "Warlocked" was a game developed by a small studio based out of the United Kingdom known as Bit Studios in a partnership with Nintendo. The studio recently had formed a partnership at the time with Nintendo of America and developed " R-Type DX " for the Gameboy Color to positive critical acclaim before working on their next project "Warlocked". Right off the bat here the game's story is nothing particularly original being yet another "Humans vs Orcs" story which was everywhere in the previous decade of the 1990s. The human kingdom is ruled by the beautiful Queen Azarel whose kingdom reigns over the Kula ice fields. She and her kingdom are forced into battle by an invading force of foreigners: the beats led by Chief Zog. It is revealed through text that Zog wishes to take over these frozen plains and force Azarel to be his Queen. This is certainly not how you treat your neighbors!
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( Unless you play as Chief Zog in which case that totally is how you treat them. )
The game is divided between two different campaigns: one for the Human faction and the other for the Beast faction as both sides battle for supremacy guided by your fingertips. The campaigns are made up of completely different levels with their own objectives which largely boil down to wiping the opposing force off the map. The Human faction levels make for a good place to start for new players as it serves as a better tutorial to the game as opposed to the Beast faction levels which are more difficult. Both armies play functionally the same with each army being primarily comprised of workers, knights and archer units that serve as the backbone of your forces. Each faction has their own sprites representing the units but they are identical from a gameplay perspective. Along with the core units to make up the army your worker grunts can build structures such as a guard tower to rain arrows on your enemies, barracks to allow you to build more knights/archers, and farms which allow you to create more units. As you explore the map you may run into a baby Dragon or a powerful Wizard which can be recruited to tip the scales in your favor.
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Wizard units are the most unique units featured in the game as each Wizard has their own sprite, backstory, and powers to help achieve victory. Whenever you discover a wizard, lead them back to your temple to store them in your "Wizlist". The game encourages you to fully explore each map to find these often hidden Wizards to join your army. If this might sound familiar at all that is because this system was heavily inspired by Pokemon. Once added to the list you are able to summon that Wizard unit in any future campaign, or multiplayer battle, if you so desire. The game boasts a roster of 27 Wizard units largely with different abilities from one another making collecting each of them during the campaign worth it. These Wizards have plethora of abilities such as the Telewiz's ability to teleport enemy units to random tiles effectively removing them as an obstacle. Another fearsome unit is the Bombwiz can turn an enemy unit into a large bomb which will explode damaging other opposing nearby units or structures. Along with these oddballs each of the two faction leaders are featured as "Wizard" type units themselves. Once they take to the field Queen Azarel and Chief Zog share the same ability of speeding up the creation of all new units.
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"Dabu!" "Swobu!" "Zug zug!"
The gameplay and setting of Warlocked are obviously inspired by the RTS heavy hitters for the PC platform such as Blizzard's Starcraft and Warcraft games that would go onto to truly change the gaming landscape forever. However Warlocked shouldn't be written off as a mere copycat for the feats the developers achieved on the Gameboy Color is nothing short of miraculous. The developers managed to make a fully functional RTS on the Gameboy Color with plenty of extra content such as blackjack and puzzle mini-games. Even more impressive is the multiplayer battle mode where two players could battle each other via link cable. The game would go onto win critical acclaim being praised for it's gameplay, soundtrack, and user friendly controls. IGN would name the title it's "Best Game Boy Strategy" title of the year 2000. Despite the positive critical reception of the time Warlocked would sell poorly and these poor sales figures would sadly spell the end of the partnership between Bit Studios and Nintendo of America.
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A couple of years later Bit Studios attempted to make a sequel to Warlocked titled "Wizards", a game being developed for the Gameboy Advance, a much more technology advanced system that could better suit the potential of an RTS game. Unfortunately Bit Studios could not get any publisher interested in funding the game and as such the project was quietly cancelled and not long afterward Bit Studios themselves were sold off by their parent company. It is truly a shame that Warlocked could not find an audience in its own time because in my opinion it was a well made game that deserved to enjoy success. I had many fond memories of playing this game when I was a child, and I will happily say having played it recently I believe it still holds up as a fun handheld title. Its simplistic RTS gameplay, catchy tunes, and pixel art make for a good time. This game is worth a spin for fellow retro-gaming enthusiasts.
A gem hidden among the stones, Warlocked is undoubtedly stardust.
-- Larsa
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piscesstudios · 4 months
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Survive the onslaught of malfunctioning A.I. in this instant action RTS, tower defense hybrid! Demo now available! Deterrence on Steam (steampowered.com)
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strategy012xyzcom · 7 months
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#WardiTv #Sc #StraGames #RtsBaGames
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Twitch Live https://www.twitch.tv/wardiii
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alcalexandria · 1 year
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TERMINATOR: DARK FATE - DEFIANCE Closed Beta sign up now open!
If you'd like a sneak peak at the forthcoming Terminator: Dark Fate RTS game, you can now sign up as a Beta tester.
Set during the early stages of the Future War, you lead the remnants of the military in a last stand against the machines, and contend or co-operate with the Resistance in the process.
Mechanically, it seems to be based on the sleeper hit Syrian Warfare, with an emphasis on maintaining and developing your army from battle to battle - even the individual tanker crewmen are uniquely named and have individual status and ammo supplies.
Gameplay involves destructible buildings and urban terrain, and there is no base building - every tank and every troop matters, and your army's condition persists from mission to mission, so each battle affects the next.
The developers seem to be extremely confident in their plotting and story path too, and though there's no word yet on whether Dani or Grace will feature, figuring out how your faction co-operates with others, like the Resistance and the former cartels, seems to be an important aspect of player decision making.
More info, Discord details and the sign up form here, and check out the Steam listing here.
You can check out some very early gameplay here, and I have to say the "real" feeling battlefield physics are quite impressive -
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The game is due out later this year on PC.
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