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Tuesday, March 30, 2010

Old school RTS, indie opportunity?

I read this article the other day about the paradigm shift that Real Time Strategy (RTS) games are currently undergoing and I think that it is a bit unfortunate, but I think most everyone has seen it coming. Consoles are becoming more abundant and with it a huge market. The PC has been the leader by a long shot in these style of games, but with the ease of PC piracy I can’t say that I don’t blame the developers for trying to move away from it. The move to a more console friendly RTS game has really been a  move to less resource management and more focus on building units quicker and getting into the action which ultimately means a simplification of the game leading to quicker campaigns and skirmishes. This makes sense as well for the console since the majority of best selling console games are action oriented and once you bring online multi-player into it, it would be hard to sustain a single game for even three our four people for a traditional style strategy game that would often last friends of mine and I hours for a single skirmish.  While this move to a more console friendly RTS is going to attract more gamers and most likely introduce the style to younger players,  it is also going to open up a market for the more traditional game style. I think this is a great opportunity for the indie developers out there to fill in the need for more traditional turn based games. I grew up playing quite a few RTS and Turn Based games, my favorites among them being Total Annihilation, Age of Empires, Civilization and Lords of the Realm II, and for the most part haven’t really found much that interested me in this genre of late.

I have been playing a lot of Gratuitous Space Battles but that doesn’t really fit into either mold very well. If you are a stats junky though, I would highly recommend it.  I have also been playing Battle of Wesnoth on the iPhone over the last couple of days and am really enjoying it.  I steer away from a lot of the social “strategy” games, as I can’t stand knowing that I am supporting a bunch of people who aren’t into games, just making a buck so maybe I’m missing something there, but from what I’ve seen I don’t think I am.

With the work I’ve been doing with the XNA framework on the Xbox360, I can’t help but wonder if a classic strategy game could be successful? It would require a well thought out control scheme that would probably be very different from what we would expect, but I believe that there is definitely  a market for it as you can only stand so many platformers. I wonder what would a successful execution look like? What kind of control scheme would work well? How stats heavy can you get with a console audience? As with all games, it would definitely be a balancing act, a difficult one at that. You would want to keep it fast paced enough for online play but not at the sacrifice of the traditional RTS values. I can see game configuration or having various game play types like those that are common in the FPS world, would be a definite need here.

posted by Casey at 9:42 pm  

Saturday, December 12, 2009

Play With Your Peas – First XNA Game

After the XNA talk I saw by Michael Cummings at Code Camp 12, I decided to take a look at the XNA framework.  I picked up a couple of books on it and started taking a look at the tutorials and example code at the Creator’s Club.  I played around creating a few demos and am now working on an actual game. The game I am making is based on the Play With Your Peas game prototyping challenge from Lost Garden. The challenge was originally from 2008, but I really like the art style and the game concept. Here is a screen mock-up of how the game will look when it is done:

Screen mockup

Screen mockup

The basic game mechanic is that you need to build the level by placing blocks to facilitate the Peas desire to jump and bounce off of things. The player doesn’t control the individual peas and must take care that they don’t fall too far.

The design will present a few interesting challenges of which the Physics involved will probably be the most difficult for me as I have not done anything that complicated. The artificial intelligence of the Peas will be another more complicated part but I think I have a few workable ideas.

I may play around with incorporating a 2D physics engine, of which I am looking at the Farseer library to use based on a few recommendations.

I am looking at having most of the basic game play elements in place by end of next weekend. I have a couple of things left to do for my Artificial Intelligence class which ends this coming Thursday.

posted by Casey at 3:23 pm  

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