Tiberian Dawn: The First Strike is a free, standalone, first and third-person shooter based on Westwood Studios' classic real-time strategy, Command & Conquer. Control one of the many units from the original game, and defeat your enemies in an epic base-oriented combat environment built on the beautiful Unreal Engine 4.
This has been going on for nearly 7 years, and I'd like to believe that in that time I've grown as a person and learned a little more about how all of this works. With that in mind it's time I finally made this post and owned up to the situation.
This was a fan project from the very beginning, something that existed solely for the people who wanted the nostalgia of experiencing the look and feel of the original C&C in a different way. It started as an idea for a Battlefield mod when I was about 13, and that eventually led me to find A Path Beyond.
A few years later I decided that I would try my hand at doing for Tiberian Dawn what APB had done for Red Alert. I was lucky enough to find some people on the BHP forums who were willing to help and we made it up as we went along from there.
The other two co-founders of Firestorm Productions have been gone for several years, and I was foolishly optimistic enough to try and keep everything afloat after they left. I navigated through IndieDB and any forum related to C&C that I could find in hopes of acquiring some help, but it didn't work out as well as I'd hoped.
Finding skilled artists for this project was never a problem, it was keeping them around that proved to be difficult. A free-to-play fan project with little direction and a small potential playerbase isn't exactly an enticing offer to artists who are looking to get their name out or create artwork that demonstrates their abilities, especially when they're not being paid.
It was a common occurrence for artists to abandon their tasks before they were finished or neglect to send a file when everything was done. One setback after another, each more demoralizing than the last. We couldn't even put together a working website because of how often communications would be dropped.
It was a trend that continues to this day, and it's the reason I've decided to put this project on hiatus. If I'm going to assemble a team, I'll need to learn more about game design and put together some money to properly pay everyone for their contributions. Expect to see new content from Firestorm Productions in the future, but not nearly as ambitious as The First Strike.
Thanks for sticking around through all of this. It meant more to me than many of you could ever know, and I'll try my best to make it up to all of you in time.