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Planetary Annihilation - A Next Generation RTS by Uber Entertainment Inc
- scottjad 14y agoI loved TA and all, but unless this has two features I'm skeptical it will have lasting interest for me: - More than two races. There just isn't enough variety. - Balanced units that are useful through out the game. I'd rather have 15 total units that are all useful in late game than having 200 units and only 10 are good and only 5 of those in late game. I do really like the idea of no edges on the map. It would be cool to have Starcraft 3 with maps on a small planet like this with no edges.
- ryusage 14y agoI'm a little surprised that they aren't showing what the stretch goals are. Presumably, they'd be features the players would want, so it seems like it would help funding if they at least mentioned them.
- chill1 14y agoYes... Yes... Yesssssss. This looks amazing.
- jfb 14y agoI wish someone would do this for the games that I loved, particularly Starflight and Myth.
- bguthrie 14y agoThere was a lot to love about Total Annihilation, and I'm happy to support any attempt to follow in its footsteps. That isn't to say Myth wasn't great too, but even if you missed out on TA, this looks like it may be worth a contribution.
- jfb 14y agoI'll throw them $50, because the world of games I like to play seems to be shrinking, and because I'd like to encourage this model of game development.
- fuzionmonkey 14y agoTotal Annihilation is probably my favorite RTS. I love the resource model and unit/structure construction model. I was really stoked about Supreme Commander but it really just wasn't as good. I've played countless hours of TA: Spring and this looks pretty awesome.
- batgaijin 14y agoI sincerely disagree. Supreme Commander is a perfect example of awesome ideas and terrible marketing. The tutorials and intuitiveness of everything is just a joke, but if you make the effort, that game is crazy. It innovated on: 1). Strategic zoom, something which so far I've only seen recreated in 4x space games 2). Advanced economy that allowed for incremental spending, i.e. build yourself a monkeylord, and that thing will cause your mass to go down by 4 for 2 minutes, not an instant 400 mass 3). Intuitive queueing. It's super easy to setup crazy tactics with shift-clicking, and when you are zoomed out and hit shift you see all queues you have setup 4). You can fucking schedule your shit! Have your bombers fly in a delayed manner to attack the base at the same time as your ground units. That game was epic and awesome, and if you disagree with me I can say with certainty that you never spent the time to learn it.
- JamesLeonis 14y agoMy favorite feature was a combination of dynamic way points that you could adjust on the fly, and the automatic nature of transport units. Combining the two allowed me to build complex deployment strategies, and then with a few clicks launch a complex invasion. It really did a lot for advancing RTS gaming.
- fuzionmonkey 14y agoThe zoom was great. Shift-queuing was good as well. The mechanics and UI of the game is probably still one of the best of any RTS. I just didn't like the actual gameplay that much. It didn't feel like TA at all. The factions, the units, the maps, etc. It wasn't as fun to play. To me the whole feel was much too serious and a lot of the units I really liked weren't in SC. That combined with the performance issues early resulted in me not playing it as much. I just continued to play TA: Spring. And if I remember correctly they dumbed down the resource model in the sequel. And god, I have horrible memories of GPGNet. There were so many technical issues with the game when it came out.
- JeffL 14y agoEst delivery Jul 2013? Seems a bit optimistic for a game of such scope.
- jiggy2011 14y agoInteresting game. Reminds me of TA/Sup Com: Good! Reminds me of Spore: hmmm I just hope they haven't been too ambitious with this. RTS games are very difficult to get right. I will pledge anyway :)
- dangoldin 14y agoThis is neat. As I was reading the description I started thinking about Total Annihilation and when I got to the bottom I happily discovered that some of the team worked on TA. I loved that game - felt it was more fun than Starcraft.
- rdl 14y agoWhat I'd like is TA++ + a sophisticated macro/AI system where you could give orders to a "task force commander" unit and maybe where multiplayer would allow some other humans to stand in for "task force commander". Like, "take this expansion" or "assault this base" or "harass harvesters" as a high-level goal, with OOB specified (units or output of specific factories). More strategy, less APM. People could still micro or do strategy at the Group level, but not at the battlefield level.
- KaoruAoiShiho 14y agoThen you don't want to play an RTS. You want to play something a a higher level of abstraction like Europa Universalis.
- ukd1 14y agoI started working on a 2D RTS a while back, with a couple of twists - one of them was an API and encouraging players to write bots to support their play. I'd love to see this game have something similar, as it opens all kinds of possibilities.
- alwaysinshade 14y agoA unit API sounds very cool but I’d imagine the barrier to entry is a little high. I'd like to see simple stackable behaviour macros. An example would be... [if] the available resources drops below [defined threshold], unit explores map for more resources [unless] base or units currently under attack or group behaviours for specific unit types... [if] under attack, move to nearest defensive unit [and] shield unit from attack [until] hit points [<] 35% You could make an interface similar to Automator on OS X so that behaviours can be linked and prioritised.
- 100k 14y agoThat would be awesome. In a game with such a big scope it would be nice if you didn't have to micromanage every unit.
- gavanwoolery 14y agoLooks cool, although... It says "gameplay visualization" at the very beginning of the video, which means (if you could not already tell) it is a pre-rendered video. I don't doubt the studio's ability to execute on this, but I think they are actually asking for too little. A twenty person team could probably create a game like this in 2-3 years, with luck, which would probably cost about $4-6 million (and that is actually quite a low budget). Hopefully they get over-funded. :)
- hartror 14y agoThey're an established studio with experienced guys and have SMNC[1] under their belts (a great game but not sure what sort of financial success it had). Assumably they've been working on it since they finished SMNC as they have a fair chunk of art assets done. I expect the bulk of the production cost they've already got covered and the KS is just a pre-order mechanism and marketing exercise (I for example sent this link to 10 friends). [1] Super Monday Night Combat http://en.wikipedia.org/wiki/Super_Monday_Night_Combat http://en.wikipedia.org/wiki/Super_Monday_Night_Combat
- forrestthewoods 14y agoI work at Uber Entertainment (the company doing the kickstarter) and I also hope we get over funded. :) The nice thing is that this game scales very well. We have a lot of internal tech to leverage and we can make a game for 900k. We could make an even bigger and feature rich game for 6 million of course. The more money we bring in the bigger and better the end product will be.
- gavanwoolery 14y agoSounds good :) Whatever the scenario is, I am rooting for you guys (with my hard-earned dollars!), and I hope you guys get a comfortable budget to work with.
- batgaijin 14y agoJust out of curiosity, would you perhaps include a top-tier thing that would mean you would release everything under a BSD/MIT/GPL license?
- petitmiam 14y ago"Expand your empire to harness the resources of entire solar systems to create vast armies with which to annihilate enemy planets, destroy rival systems and win the Galactic War!" It will be interesting to see how that pans out. Star Wars: Empire At War tried a similar thought of thing, but lacked depth.
- wonjun 14y agoThis game looks amazing!! I can't wait for the release!
- kdazzle 14y agoShould the public really be funding almost $1 million for a game created by a private company?
- cshesse 14y agoSeems cheap compared to the 3.3mil double fine adventure game: http://www.kickstarter.com/projects/doublefine/double-fine-adventure http://www.kickstarter.com/projects/doublefine/double-fine-a...
- shangaslammi 14y agoWell, why not? Isn't this the ultimate way for regular consumers to "vote with their wallet"?
- kdazzle 14y agoYeah, except business isn't necessarily democratic, so I'm not sure the analogy works. It's more like a great way for businesses to pass off a lot of the risk inherent in running a business while not really passing off much of the benefits of creating something successful. That is to say: profit. Before it looks like I'm undermining the entire idea behind Kickstarter, a company with an impressive portfolio seeking funding from the community seems a bit more parasitic than a group of programmers trying to make their own game. One of the differences being that the company exists to make games, and already has cash behind them.
- corkill 14y agoConfirming demand before spending time/money on development is a smart move, most video games don't break even. The benefit to the consumer is they get to support a game that otherwise might not have been made if they choose to. They get a copy of the game they want. Benefit to company decreased risk they will make game and no-one will buy + the cash flow + can bypass publishers. Win/Win.
- anthonyb 14y ago
- armored_mammal 14y agoNo Linux. :( Very few of the Kickstarter game projects I want to back support Linux. It makes me sad and they don't get my monies.
- bowlofnoodles 14y agoI was under the impression RTS games were synchronous because doing client-server with multiple hundreds of discrete units in existence would require a lot of network bandwidth. The game is "held back" by the slowest machine in synchronous models because the game state would de-sync otherwise, as all that is being sent over the network is player input, rather than every unit's state. Maybe my understanding is wrong, but the "heavy lifting" being done on a central server is not very important in consideration of the required up/download to and from every client.
- lmm 14y agoSpace-based is the wrong way to go for RTS. Much like quidditch, you can't do a decent battle game in 3D because there are too many ways to go around each other. See homeworld for a fantastic effort that sadly has no tactical depth in multiplayer. Then compare that to supreme commander where a key part is deciding which areas to place static defences at, and which to rely on your mobile units to control. /currently working, very slowly, on an improved TA-like RTS
- wtracy 14y agoIt looks like this game will be essentially 2D, played on multiple maps (planets) simultaneously. Specifically, I don't see any combat happening in interplanetary space--just units built on one planet being lobbed at another planet to fight there.