I love RTS games! Especially C&C

Blog RSS Feed Report abuse A new project

0 comments by StrykerCraft on Jan 15th, 2014

I will be starting a new project, the fruits of which you will have to wait atleast a few months to see if at all. It is a possible storyline for the dream game I described a few days ago in a post. During the wait, I will be studying and researching the history of humanity, specifically the advancement of technology. Any helpful pointers would be appreciated, as would relevant links. I will try to make drawings, but I am better at writing than drawing, so don't expect anything, unless someone in the moddb.com community volunteers to help me, which would be a great help, if anyone's up to it.

I plan to lay it out in what I expect to the be perspective of the player in the game. There may be some discrepancies, but I hope they can be overlooked and forgiven. It will start in pre-stone age times, when individual families wander around the planet foraging. That's what the plan is at that point. I don't want to start as the player controlling a cell, because that's already been done in Spore, and I don't want to spark a creation/evolution argument. This will also make it easier for me to pick up and develop as a story.

The game would be about creating a history, so this story would would be one of many possibilities, if such a game were to be made. I hope people look forward to it, and if not inspired, atleast that you'll enjoy it. I'm not making any promises though about the finality or what you will see or if you will see it at all though. I don't know what to call the project; does anyone have any ideas?

Report abuse The story in games

0 comments by StrykerCraft on Jan 13th, 2014

Whenever I play games, I generally play the single player aspect of the game, and I generally follow the plot-line quite closely. Some plots were good, others were decent, or worse - bearable. This is mainly because until recently I have not had a good enough internet connection to play online multiplayer.

For me, the storyline is the main part of the game. I generally don't care about the gameplay, unless it is broken, and renders the game unplayable. I think video games are an amazing medium to deliver very engaging storylines. I personally think strategy games deliver the best experience, but I mainly play strategy games, so I'm biased. I love a thrilling story plot.

The most immersive storylines I have encountered are those of Red Alert 2, Tiberium Wars and Final Fantasy VII: Crisis Core. While the C&C games have a fictional setting, they are not over the top, and the presentation is really good. I mean, Red Alert 2 even integrated the storyline into the installer! How awesome is that? I have not come across another game that has done this, please let me know if there are other games out there that do this.

I feel that the Tiberium Wars storyline is a masterpiece. The interweaving of faction perspectives at different points is quite brilliant, and the expansion pack story only adds to it. I love that all factions' sides of the story are canon, instead of only the "good guys'" version being canon. This was started in Generals, but after Kane's Wrath, it was unfortunately stopped. Apparently, Tiberian Twilight also had both sides canon, but what I read about seemed quite incoherent and didn't quite make sense.

Nowadays, I don't see any strategy games that deliver plots quite so well. FPS games seem to be the main genre of games that tell enchanting stories. Has story-telling in strategy games become a lost art? It looks like it.

I would really like to be proved wrong, and I'd like to see the unknown strategy games that tell a good story. So please let me know of games that tell a story. Also, what genre of games do you think is especially suited to storytelling, and why?

Report abuse Utopia/Dystopia

0 comments by StrykerCraft on Jan 10th, 2014

I have seen games where the protagonist is someone who is living in a dystopian world. They are breaking out of the mold and you guide them through the process, eventually "liberating" the society from the oppression they face, or, starting the collapse of the regime.

However, looking around me, observing cultures, I see that some cultures could be viewed as others as dystopian, yet the people within the culture are totally fine with it, and don't really think much of it, unless they have grown up outside it. It may be a case of things taken too far, or just a culture that is too rooted in tradition for outsiders.

While I don't support Communism, I think the idea of total equality is good one, but it doesn't work, and won't, unless everyone suddenly decides to become altruistic for the rest of their lives; selfless, and working only for the good of others. But even then, some people would find that hard to live with. That would be dystopia for them.

What if there was a game where you, the protagonist, has the perspective of the people ruling this sort of regime, and your job was simply to keep it going? If the immersion was good enough, people wouldn't question the role they play, and may even come to accept it as utopia.


On a side note:
I updated my profile header. I created it while playing around with Paint.NET and stock images, and it's a Halo scene. Does anyone have any suggestions on how to make something more original? I'm not terribly creative.

Report abuse A Smorgasbord of sorts

0 comments by StrykerCraft on Jan 7th, 2014

Many of you have probably wondered what it would be like to combine several games together, or
even wished for these combinations. Better yet, some of you may have even started your own projects based on those ideas.

I have varied tastes, and I have played games from several different genres, but I find RTS and city-building games the most alluring. So, I thought about taking elements from several different games (Mainly Strategy games) and stringing them together.

I usually don't like open-world games, especially not RPGs, but I take exception to minecraft. It fuels creativity, and I want to take parts of it as the basis for my new ubergame. Mixing in a little bit of Kerbal Space Program physics, something more interesting starts to form. Add on the city construction from games like Pharaoh with the construction mechanics of Age of Empires, then you can see where this is going. Throw in the tech tree from Civilization, and the empire mechanics of the campaign map of
Empire Total War, sans all violence, you have a chance to create an entirely new civilization, and shape their entire history. While I recognize this is similar to Spore, I must point out that Spore doesn't quite have the complexity of what I have in mind. And another thing, it all takes place in real time, but there is the option of time warp.

What do you think, would it be too complex? Do you think it can make it out with minimal violence? Granted, this would be extremely complex and exceedingly frustrating to create, but I think it would also be extremely rewarding. It could also help with AI research quite a bit. It would take a monster of a computer to run, though.

I'd like to think that it is possible that it will work, because I have so many ideas to expand it, and make it more complex, approaching something like Second Life in real world recreation, but at the
same time, making easy enough for average n00b to catch on and be hooked, and to form a vibrant community. Does anyone think it could work? Would anyone like to start on a basic project to bring this...smorgasbord to reality?

Report abuse Modularity in Design

0 comments by StrykerCraft on Jan 5th, 2014

With this post, I'm not trying to push anything new, but rather I'm trying to understand the topic for myself better. So please correct me if anything I say is wrong, or even if you think it is wrong.
Looking back at my previous post on Psygnosis' Metal Fatigue, modularity features heavily in the design of combots, with the parts even being interchangeable with parts from other factions' combots! However, in this case, it seemed that modularity wasn't taken full advantage of. There wasn't much versatility in weapons in type of damage, just that more expensive parts damaged opponents more. There was the occasional flight legs and torso that made it more interesting, but they were more of a gimmick.
Modularity allows high versatility, and is very prevalent in the modern world, especially in computers, but only if the connectors are standardised, which brings me to post this:

About 300 years ago, there was little interchangeability, of at all, but the situation has improved a lot since then. Take Project Ara for example, less than a year ago, a modular phone was a idea of dreams, but now someone is bringing an idea to reality. It all depends on standardisation though.
What I want to propose through this article is a faction that  is highly modular, where the function of every unit or building is determined by the modules it has attached. Or has this already been done? What do you think of the idea? As you can probably tell, this was inspired by my experiences with Metal Fatigue.

Report abuse A look to the past

0 comments by StrykerCraft on Oct 19th, 2013

I don't remember exactly when I came across RTS games, but I do remember that among the first ones were Tiberian Sun, Age of Empires, and a seemingly obscure one called Metal Fatigue, by Zono Incorporated. It seemed to me, quite revolutionary and novel at the time, but having looked it up again after a while, it's not quite the revolution that I thought it was, seeing as so far, I have not seen any of its features in any other games, except for those in the vein of Earth 2150, which I doubt took inspiration from Metal Fatigue. (Correct me if I'm wrong). If you need a little memory jog, here's the cover art for the game:


I don't know if anyone else remembers this game, or has played it, but to me, it was intriguing experience, with the configurable combots, the three layers of the map, and the carryover experience. Those were the highlights of the game, but in a time where it didn't stand out, not implemented to take full advantage of these advances (As far as I'm aware, the different parts didn't make a difference in advantage against the enemy other than more expensive parts dealing higher damage, but that's just me), as far as I know, they have not been assimilated into other games. I'm not trying to revive a following of the game, if there ever was one, and I'm not reviewing it (for a review, IGN has a good one).
What I am trying to do however, is flesh out the best bits for a future project, where I may start on my idea of a really good video game. If anyone has any suggestions as to how any of those formerly innovative ideas could implemented and utilised in the best possible way, please tell me.

Report abuse Flawed Inspiration

0 comments by StrykerCraft on Oct 16th, 2013

Hey People, long time no see. I finally got around to scanning another one my drawings, and it's the first one ever that I drew. It's based on the Ironside Experimental Troop Transport (IETT) from C&C3: Kane's Wrath:
  I thought it was quite cool when I came across it, but I didn't really pay any attention to it, since I was playing the game and more focused on whisking professor Giraud away from GDI. Then I came across cnc.wikia.com, which had a lot of details about it that I didn't know, and it really piqued my interested. I thought about how I would change it according what I thought was better, and I came up with this:
    

Un-named modification of the IETT

I didn't know what the claw things were under the wings, so I got rid of them and replaced them with module fittings where different modules that had specific purposes could be attached. For example, if a mission required that it fly a longer distance than the craft could hold fuel, a fuel module could be attached. Or if it required carpet bombing an area, then bomb modules could be attached, or for a mission that required paratroopers, a module for paratroopers can be attached. As you can probably tell, I envisioned it to be a versatile and powerful platform that can be modified according to mission requirements. The wing tips could also support two more engines (not the over-sized ones currently present) if needed or missiles. Two small modules and two large modules can be attached under the wings, but you have to attach one on both sides of the same size, to balance the weight across the aircraft.
However, this being my first concept that I drew, it obviously has flaws, more than all my later drawings. The most concerning one would be the weight of the modules, which may cause the wings to sag too much. I don't know of any other flaws, but it would be nice if someone could point those out to me. I love aircraft, and learning about them, so it would be appreciated. I would also like to hear any suggestions about how it could be improved, if at all, such as would a hybrid wing design be better? And lastly, It doesn't have a name, and I don't know what it to call it, and I would like suggestions for that too. Otherwise I'll probably just call it: "Flying wing concept study", if that's acceptable.

Report abuse Nothing new...

2 comments by StrykerCraft on Jan 8th, 2013

It's been a while since I posted any drawings, and I don't have any for you now. I can't promise you that I will in the near future, but I am working on some large scale ones for later. I have done one, but, it's on A1 and I have no idea how to scan it on an A4 scanner, because I don't want to fold it and mess everything up. Any ideas?
However, on a different note, I have something else that might pique your interests. I do have an old game, Star-Wars: Dark Forces, and it seems to be a pre-windows PC game. Can anyone help me verify this? Would I need DOSbox to run it on Windows 7?
Here's a picture that might help:
Star Wars:Dark Forces cover art
 I forgot to add: if anyone wants to use my work that's original, they can, just inform me and give me credit.

Report abuse Only one

0 comments by StrykerCraft on Jul 30th, 2012

I finally managed to stitch the Firehawk blueprint together, it was not an easy job. I took my time to make the stitching look as good as possible, though if I had spent even more time on it, it would have looked better(probably). Here it is:
FireHawk(C&C4 TT)
This is my most detailed piece of work to date, and I thoroughly enjoyed doing it, even though it was hard at parts. The wingtips are somewhat clipped off, but they didn't justify scanning them as there is very little left off. I concede that it looks disproportionate in places, but I used a different technique to determine the propotions, and it didn't work out quite well, as you can see, and it took me a lot longer than it should have.
This will be my last post till atleast October, as I have shown you almost all I have drawn, and the last one I am still working on, and is a concept of mine that I am developing, so it won't be ready for quite some time. Enjoy these for the time being though!

Report abuse Three more

0 comments by StrykerCraft on Jul 25th, 2012

I managed to scan 3 compound blueprints today, that is, drawn on more than one page. Two of them are my concepts and ideas, while the other one is a blueprint of the Kodiak from Tiberian Twilight that I drew using stock images fom cnc.wikia.com.
    I'll start with the Kodiak blueprint, and I won't explain it, since this needs little explanation, and I wouldn't be able to give a sufficient one if asked for it, so hit the link if you want to know more.
Kodiak(C&C4 TT)
This is one of my more detailed blueprints, and one of the later ones I drew. As I drew them, they progressively grew bigger and more detailed. I really love capturing the detail of picture in blueprints on paper. It's fun, but I don't know why.
   Next is a concept I created, I think the third or fourth that I ever drew. It was inspired by the V-35 Ox from Tiberium Wars and the Bell Boeing Quad Tiltrotor concept. I call it the Oxstar, but it's just a placeholder for now.
Oxstar 
It's what I imagine will be a prototype when people start developing tiltjet aircraft seriously, or maybe a crude slap-together of engines on a cargo plane to make it VTOL for a while or just a badly made VTOL aircraft. But I was learning about aircraft then, and I can confidently say I understand them much better now.
  The last one is another VTOL concept, with the placeholder name of AJV-23 "Oshind". I know it sounds dorky, but I couldn't think of anything else, so it's what is for now.

This is, as you've probably already guessed A Hind/Osprey hybrid with a tiltjet twist, but maybe it can be used for cargo. It has a NOTAR configuration with the A-15 Orca's twin tails. I don't fully understand the NOTAR thing, or even if this needs it, but this is my crude understanding of it. This is my most recent concept, and I like it, but it's not paticularly original.(It's a work in progress, so all the details such as weapons are still being worked out.)
    So, what do you think of these? Are the placeholder names too horrible? I don't mind "Oxstar" but "Oshind" has to go, and I can't think of anything. Could you people please suggest something? I have only one more blueprint that I may or may not publish tomorrow, and then you probably won't hear much from me afterwards. Please comment. I'll try to appreciate as best as I can.