Forged Alliance Forever Forged Alliance Forever Forums 2020-01-14T19:08:38+02:00 /feed.php?f=2&t=17641 2019-07-11T17:02:17+02:00 2019-07-11T17:02:17+02:00 /viewtopic.php?t=17641&p=176274#p176274 <![CDATA[Re: Intergalactic Space Empire RTS / Chris Taylor]]>
mastap187 wrote:
Meh it looks like RTS gaming is almost done for...Was hoping we could see one more evolutionary RTS game like supcom before the RTS genre died out...I guess not bc this game is def not going to be that. Very sad day as RTS games are my favorite type of game...



the next supcom esque entry would be the sequel to ashes of the singularity .. but yea .. RTS in general has been non existent in the triple A area for the longest time ..

heres to hope that something like the command and conquer remasters may spark new interest ...

personaly speaking over the years there has been less and less intresting games to spark my motivation in playing them

Statistics: Posted by MrTBSC — 11 Jul 2019, 17:02


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2019-07-06T15:22:38+02:00 2019-07-06T15:22:38+02:00 /viewtopic.php?t=17641&p=176181#p176181 <![CDATA[Re: Intergalactic Space Empire RTS / Chris Taylor]]> Statistics: Posted by mastap187 — 06 Jul 2019, 15:22


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2019-07-31T08:23:02+02:00 2019-06-22T17:01:31+02:00 /viewtopic.php?t=17641&p=175810#p175810 <![CDATA[Re: Intergalactic Space Empire RTS / Chris Taylor]]> Statistics: Posted by Mach — 22 Jun 2019, 17:01


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2019-06-21T15:17:51+02:00 2019-06-21T15:17:51+02:00 /viewtopic.php?t=17641&p=175758#p175758 <![CDATA[Re: Intergalactic Space Empire RTS / Chris Taylor]]>
Blackster wrote:
I also feel like he never really cared for the FAF (and TA?) communities

I wouldn't necessarily say that, while he didn't outright praise either, he did create a FAF account and log in and delivered one big interview with TBO.

I don't know what his opinion of FAF is but, I'd like to imagine it's positive, otherwise he wouldn't have interacted with it's community on several occasions.

Blackster wrote:
I also would like to hear more about that 2nd expansion pack.
It was mere spitballing, the only reference to it is this IGN interview : https://www.ign.com/articles/2008/01/12 ... iew?page=2


Chris Taylor:: Absolutely. There are all kinds of talks going on. Dungeon Siege 3 is being talked about, nothing's final. We're talking about working on an expansion pack called The Experimentals, where it's an experimental unit only expansion pack for Supreme Commander. Just massive experimental units for all factions.


I guess all it would have taken for this and more DLCs to be released would have been for SupCom sales to continue picking up momentum. I don't necessarily think anything was already done, work would have started on it after the DLC was decided on as a certainty. but as we see in the interview above GPG wasn't earning cash in their situation, just living from paycheck to paycheck and each paycheck was for promissing to make a new game.

Statistics: Posted by tatsu — 21 Jun 2019, 15:17


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2019-06-21T14:03:48+02:00 2019-06-21T14:03:48+02:00 /viewtopic.php?t=17641&p=175756#p175756 <![CDATA[Re: Intergalactic Space Empire RTS / Chris Taylor]]> It's just a bit odd to me bc I feel like TA in a way was a neat prototype and SC was way more fleshed out. I just like it :D
I also feel like he never really cared for the FAF (and TA?) communities who still love his games. I would feel, like, flattered, maybe? *shrugs*

I wonder what questions you guys would want CT to answer?

I always wondered if the Seraphim faction was fully completed when shipped out. I think I read somewhere that some lines of code/dialogue indicated that it was not fully completed. Which may also explain the rather limited number of units.
I also would like to hear more about that 2nd expansion pack.
I wish there was an art book with concept designs etc.
And, overall, a "making off" of the game.

Like, when I saw how Kojima and his team actually played with Legos and created whole maps with Legos for Metal Gear Solid - that was kinda silly but fun, in a good way. Insight into a creative process always is interesting and fun imo :)

Like, take the GC. Did CT or someone wake up after a trip and said "Hugging Space Hippie. That's what we need!"
Or with the Ahwassa: did they think: we have this invasion alien race, so a t4 bomber makes sense! Or did they say: ok, let's take something we have not had before: t4 bomber - there you go [this approach to me seems to have been the reason for the t4 Nomad's transport]

All in all: CHRIS! IF YOU READ THIS - PM ME! Would love to go over those questions (and those the community may have)!

Statistics: Posted by --- — 21 Jun 2019, 14:03


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2019-06-21T08:11:45+02:00 2019-06-21T08:11:45+02:00 /viewtopic.php?t=17641&p=175752#p175752 <![CDATA[Re: Intergalactic Space Empire RTS / Chris Taylor]]>
Blackster wrote:
That's cool, thanks for the links!

I have seen a few interviews with CT and oddly I feel like he always enjoys talking about TA but never really about SC. Is that just me? As if TA was his favourite child and he kinda cladly closed the SC chapter and does not want to talk about it anymore.
Bit strange to see that bc personally I like SC much more than TA.

I've always felt the same.

The thing is it's kinda understandable. there's a key difference between TA and SupCom : the croud's reception. Even though both were critically acclaimed, TA was basically unanimous. Perceived as the perfect game. And overall hit (seemingly) a much broader audience.

It still happens that I tell people about Chris Taylor and I tell them : "The guy who made Supreme Commander?"

- "...."

- "Total Annihilation?"

- "Ohhhhhhhhhh ok!"

I guess with time the opposite will start happening but to Chris Taylor I think there's a couple other factors,
first off this was the period of his life where he was having the best of times.

And also with SupCom he had a whole company to manage. And I believe having all the responsibility and pressure to keep this company alive and afloat and keep it's members paid and the managing the bills probably took away from all the fun. Also, even though he was now in charge, he was ironically less in control of the result then when working under cavedog inc where they gave him a rare wildcard for full creative leeway. At Gaz Powered Games, he now had to please the publishers which apparently caused him a lot of distress.

And lastly I believe that even though he followed his own stream of inspiration at every turn with SupCom, just like with TA, even though SupCom was indeed his art just as much as TA was, the final result looking back on it after many years, was, I guess, not really to his liking. Also tastes change.

But yeah if you look at the videos of Chris Taylor leading up to the release and at the release, you can tell at the time he was genuinely enthralled by his own creation and not just saying the things he was saying in the way he was saying them in order to just sell.

So it really must be a change of taste.

Statistics: Posted by tatsu — 21 Jun 2019, 08:11


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2019-06-20T23:38:01+02:00 2019-06-20T23:38:01+02:00 /viewtopic.php?t=17641&p=175747#p175747 <![CDATA[Re: Intergalactic Space Empire RTS / Chris Taylor]]>
I have seen a few interviews with CT and oddly I feel like he always enjoys talking about TA but never really about SC. Is that just me? As if TA was his favourite child and he kinda cladly closed the SC chapter and does not want to talk about it anymore.
Bit strange to see that bc personally I like SC much more than TA.

Statistics: Posted by --- — 20 Jun 2019, 23:38


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2019-06-20T20:29:49+02:00 2019-06-20T20:29:49+02:00 /viewtopic.php?t=17641&p=175742#p175742 <![CDATA[Re: Intergalactic Space Empire RTS / Chris Taylor]]>

Chris - Great question, and surprisingly, this is a 2D game!
....
Chris - I am currently looking at opt-in advertising (you watch a video to generate some in-game currency) and/or you can just pay to unlock the feature. If you are reading this and you have an opinion, one way or the other, please let me know, I would find it very valuable to know how you all feel about it, and perhaps, what you prefer.

Chris - I also know that some of you will just be amazed at how well it runs on your mobile device, whether that’s an iPhone or Android, and some will get a kick out of playing on iPad and Chromebooks.


KHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAN!

Statistics: Posted by LabPunk — 20 Jun 2019, 20:29


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2019-06-20T12:29:57+02:00 2019-06-20T12:29:57+02:00 /viewtopic.php?t=17641&p=175722#p175722 <![CDATA[Re: Intergalactic Space Empire RTS / Chris Taylor]]>
object

Statistics: Posted by tatsu — 20 Jun 2019, 12:29


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2019-06-18T13:37:19+02:00 2019-06-18T13:37:19+02:00 /viewtopic.php?t=17641&p=175586#p175586 <![CDATA[Re: Intergalactic Space Empire RTS / Chris Taylor]]>
:imfine:

Statistics: Posted by FtXCommando — 18 Jun 2019, 13:37


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2019-06-18T09:13:34+02:00 2019-06-18T09:13:34+02:00 /viewtopic.php?t=17641&p=175579#p175579 <![CDATA[Re: Intergalactic Space Empire RTS / Chris Taylor]]>

Welcome to update #2 of the Kanoogi platform and Intergalactic Space Empire project. If you would like previous issues of this newsletter, please just reply back and let me know which one.

So here we go, another update, and I will tell you, I know this is a pretty strange thing to be sending out, because you haven’t even seen the game yet. I think I’ll get some screenshots together in the near future, but it’s still early, you can imagine that I’m a little shy about doing that.

I’m going to dive straight into some questions, and I’m answering these, more or less, in the order they were received.

Question: I’m hoping there is some way to use flowfields to do space battles. Lots of little ships huddled around a center base ship with some equations to steer them are probably better than calculating paths for all of them separately. Unless the game is planned to be full 3d motion paths (something akin to Homeworld) then I guess this would not work.
Chris - Ya, flowfields would be awesome, and the reason I say that is because I haven’t implemented a traditional RTS pathfinding solution yet. I’m still thinking about what would make the most sense for a space game. So, for example, I think it’s okay for ships (especially fighters) to pass through each other (which is what they do right now) like in TA and SupCom, but that doesn’t feel right for the bigger ships. But if you recall, often pathfinding makes the unit movement feel pretty mechanical and not very fluid, so my thinking is to try and make the ships movement more forgiving. I think flowfields would work for this, but I also want physical collisions for the big capital ships, something that has not been done in any of my previous games. I think smashing a large ship into another would be pretty epic, so I’m still thinking about the best way I can do that, and still satisfy the other design goals. Flowfield pathfinding is pretty close to the top of the list though.

Question: Out of curiosity are the graphics going to be simplified 3d or some form of 2d with hardware acceleration (probably for smooth transforms). Most people usually played a lot of your previous RTS games zoomed out so we are pretty used to tactical icons. Just wondering if we can zoom in on the action.

Chris - Great question, and surprisingly, this is a 2D game! I can’t remember if I mentioned this in the Gamesbeat story, but this is my first ever 2D game… yes, ever! OK, in truth, when I was working on my TRS-80 back in the early 80’s, I did a bunch of stuff in 2D, but every single game I did professionally, including Hardball II (which looked 2D but was actually 3D under the covers), was mathematically 3D. The Hardball II story is fun and would take some explaining, but trust me on this, you can’t get a ball to bounce properly and detect the back wall without modelling it in 3D. Well, you sort of can, but I just thought it wouldn’t play or look very good, but I digress! Back to the question… So, this game is totally 2D. And for a strategy game on this scale, I think it makes sense and works pretty well. And as you mention, when you pull back and see things while zoomed out, everything more or less becomes 2D. So, in IGSE, you can see a ship at 1:1 zoom, and pull all the way out to 1,000,000:1, ya 1 million to 1. This will show you the entire galaxy (a baby model of the milky way) which contains, at present, 100 stars instead of 400 billion. I think that’s enough star systems for now, but we’ll see. Each star system has a bunch of planets and asteroid belts. And the test map that I am playing with has a small test galaxy on the left, and a large randomly generated galaxy on the right, so you have to scroll to see them. There’s some room to stretch your legs in this game.

Question: 6.) What kind of sacrifices needed to be made to make this game work on a browser?

Chris - Without a doubt, there are some pretty significant sacrifices, but it’s not all bad, meaning, the sacrifices aren’t as painful as I thought they might be when I first started the project. The biggest sacrifice is not performance, like one might expect, but rather it’s the use of textures. Textures for models, the UI, sky boxes, etc, are awesome, but when you don’t have them, it creates a very different experience, but as you’ll find out, you can get over this pretty quickly. I find that fascinating. But even Minecraft, which is now famous for its 8bit, and rather simple textures, does in fact need textures, and those textures are a very important part of that game. So how is it possible to create a game without them? This is all part of the fun, and the challenge of creating this game, and one that I wasn confident about, and still had me a little worried. The theory is, that gameplay is king, and that even without textures it is possible to make a fun game. So the pressure is on, and we’re going to find out.
Other sacrifices get a lot smaller, but they aren’t zero. Things like, always being online to play, and having to create a game that supports a mechanism to pay for server time. In other words, it’s not using a tried and true model of charging once for the whole game. If you stop and think about it, as soon as you host a game on a server, you need to change the business model, and though I’m not super comfortable with this change, it’s one that I’m working through and hope I can find the right set of compromises for. That’s perhaps a whole update in and of itself.

Question: When this goes live, how will it be monetized? Will it be a subscription service or will it have microtransactions?

Chris - When I wrote the previous answer, I didn’t even look at the next one, and coincidentally, it hits on the point that i was starting to dig into. I’ll try and answer it as directly as I can. Right now, the game would be classified as free to play. I am currently looking at opt-in advertising (you watch a video to generate some in-game currency) and/or you can just pay to unlock the feature. If you are reading this and you have an opinion, one way or the other, please let me know, I would find it very valuable to know how you all feel about it, and perhaps, what you prefer.

Question: How will this game look in terms of graphics?

Chris - I think the easiest way to answer this is to simply include a screenshot of the game, as it currently looks today, so I’ll try and do that in an upcoming update. The graphics are very simple, and they are kinda old school like early polygon games from the 90’s, but really kinda sit in a category all their own. For example, I use shaders for things like the stars, which looks absolutely stunning, but that’s in sharp contrast the ships, which are more like vector graphics. The first reaction I get (and perhaps I’m being self conscious about them) is that friends and acquaintances I show the game to are a little surprised and expect more (and specifically textures), but I know the graphics will go through a lot of changes and the final game will look quite a bit better (it’s not quite fair to call it programmer art, but it kinda is). I think it’s going to be great to get your feedback on it in the near future. What is a huge positive about this graphical style is that they render blazingly fast, and the game runs on most devices at 60 FPS. And when projectiles are flying, and there are explosions everywhere, you can quickly forget about the simple untextured graphics. There’s a little magic in there, and I’m watching it grow.

OK, last question for now, but there are more to come next time…

Question: Will the controls be with mouse and keyboard? Controller? Touch screen? Or all?

Chris - The game works on both PC (Keyboard/Mouse) and Mobile (Touchscreen). This is no small feat, and some things are easier on touch vs. mouse or vice versa, but I think ultimately many of you will enjoy the PC the most, as it’s my guess that most of you who have joined this beta are PC gamers. I also know that some of you will just be amazed at how well it runs on your mobile device, whether that’s an iPhone or Android, and some will get a kick out of playing on iPad and Chromebooks. It’s probably ridiculous what I’m doing, but with your help, I can break new ground and create a game that can be played on any device… and that’s around 2.5 Billion globally. It's a worthy goal.

Until next time...

Chris Taylor

el Presidente and game designer

Kanoogi Inc.

Statistics: Posted by Cuddles — 18 Jun 2019, 09:13


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2019-06-14T21:08:26+02:00 2019-06-14T21:08:26+02:00 /viewtopic.php?t=17641&p=175488#p175488 <![CDATA[Re: Intergalactic Space Empire RTS / Chris Taylor]]> Statistics: Posted by UnorthodoxBox — 14 Jun 2019, 21:08


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2019-06-14T18:30:31+02:00 2019-06-14T18:30:31+02:00 /viewtopic.php?t=17641&p=175485#p175485 <![CDATA[Re: Intergalactic Space Empire RTS / Chris Taylor]]>
tatsu wrote:
yes you've always been a true visionary.
....
You're saying you would have rather starved?


and you a idiot on purpose apearantly but thanks for that sarcastic ad hominem ..


I don't ....quite understand why to you, he's to blame.


you don´t need to understand

it´s a simple matter that for more than 8 years nothing realy noteworthy came out that is related to taylor ..
so i have low expectations of him .. done

Statistics: Posted by MrTBSC — 14 Jun 2019, 18:30


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2019-06-12T22:07:44+02:00 2019-06-12T22:07:44+02:00 /viewtopic.php?t=17641&p=175469#p175469 <![CDATA[Re: Intergalactic Space Empire RTS / Chris Taylor]]>
MrTBSC wrote:
also this being a browserbased game? ... ehhhhhhh .....

yes you've always been a true visionary.

MrTBSC wrote:
... i´m not putting any trust in taylor since his shift to wargaming from witch nothing came of ...
he joined wargaming because they offered him a job and had bought his IP. You're saying you would have rather starved?

Just like everyone else he thougt Wargaming's plan was to do something with the Total Annihilation IP. that that was why they wanted him.

Just like everyone else he was bitterly disappointed.

I don't ....quite understand why to you, he's to blame.

what shift? he was out of job and down a whole company...

Statistics: Posted by tatsu — 12 Jun 2019, 22:07


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2020-01-14T19:08:38+02:00 2019-06-12T17:16:14+02:00 /viewtopic.php?t=17641&p=175464#p175464 <![CDATA[Re: Intergalactic Space Empire RTS / Chris Taylor]]> also this being a browserbased game? ... ehhhhhhh .....

Statistics: Posted by MrTBSC — 12 Jun 2019, 17:16


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