Intergalactic Space Empire RTS / Chris Taylor

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Intergalactic Space Empire RTS / Chris Taylor

Postby tatsu » 10 Jun 2019, 10:39

I personally think this could be great. I'll keep an eye out. gotta be patient though. 14 months 'till public beta. and even more until full release.

Deep down I think we all knew RTS is too much in his blood for him to ever stop.

https://www.youtube.com/watch?v=9rKVrRTEZSU


The article goes alot more in detail than the video : https://venturebeat.com/2019/04/24/chri ... mpire-rts/
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Re: Intergalactic Space Empire RTS / Chris Taylor

Postby Wesmania » 10 Jun 2019, 14:14

Top-down 2D with controls dumbed down for touchscreens. Game calculations in the cloud, so the game will die the moment official servers do, I'd say ~2 years. Hard pass.
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Re: Intergalactic Space Empire RTS / Chris Taylor

Postby tatsu » 10 Jun 2019, 16:31

Wesmania wrote: Game calculations in the cloud,

no they're not assumptions much. this is why I left the article link.

Interestingly, it’s a very different approach compared to Google Stadia...

Taylor’s platform uses processing in the end device, which makes for snappier graphics...
...
Taylor said. “I don’t drop frames. I don’t get stuttering and stammering like you get in a video. I’m very happy with this architecture.”

also nothing implies it will be with touch controls on PC, in fact there's much allowing to infer the contrary :

...on the player’s PC, laptop, tablet, or smartphone


I imagine if it's meant for PC as well (and I've done webdev, you can tell on what device your code is running and defer to if cases accordingly), then the PC's controls will be optimized for PC and ect...
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Re: Intergalactic Space Empire RTS / Chris Taylor

Postby Geosearchef » 10 Jun 2019, 17:00

Game calculations in the cloud,

Also called a modern RTS server client architecture. (except I haven't yet seen if this thing is capable of multiplayer)

Interestingly, it’s a very different approach compared to Google Stadia...

Taylor’s platform uses processing in the end device, which makes for snappier graphics...
...
Taylor said. “I don’t drop frames. I don’t get stuttering and stammering like you get in a video. I’m very happy with this architecture.”


I don't see the new thing here? It's basically the client rendering like in every other game, the business logic is just running server sided (as with every RTS that uses a server client model).

also nothing implies it will be with touch controls on PC, in fact there's much allowing to infer the contrary :

But the game will be limited by having to work on mobile devices aswell.
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Re: Intergalactic Space Empire RTS / Chris Taylor

Postby Blodir » 10 Jun 2019, 17:16

tatsu wrote:I imagine if it's meant for PC as well (and I've done webdev, you can tell on what device your code is running and defer to if cases accordingly), then the PC's controls will be optimized for PC and ect...

I'm fairly certain this is not possible without some major hacks, like assuming its touch device until a mousemove event is fired... even detecting which browser the client is on is impossible without some m a s s i v e hacks. Regardless you could just, you know, let the user choose which interface they want to use.

I don't have any problem with this project. It's not like he has 15mil budget to create a decent rts anyway. Better create something small but good than some abomination rts
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Re: Intergalactic Space Empire RTS / Chris Taylor

Postby tatsu » 10 Jun 2019, 17:42

@Boldir I dunno personally I was fine using said hacks. it's the browser's faults for never answering this need same appries for fullscreen cursor lock which ended up killing Guardians of Atlas. I imagine if Chris Taylor is confident he can get a game out that won't run into this same issue it's because he knows that google and mozilla ect plan to release new versions of their browsers that do support fullscreen cursor lock and such.

which I'd suppose is why he's being so specific about the whole "modern browser" thing.

Geosearchef wrote:I don't see the new thing here? It's basically the client rendering like in every other game, the business logic is just running server sided (as with every RTS that uses a server client model).

fair point
Geosearchef wrote:But the game will be limited by having to work on mobile devices aswell.
yeah I would like to think that they think to really split the two UIs into two separate dev jobs but I guess you're referring to the phone-faced netcode and the higher latency limit that comes with it there which is also a fair point.
Last edited by tatsu on 10 Jun 2019, 20:03, edited 1 time in total.
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Re: Intergalactic Space Empire RTS / Chris Taylor

Postby AdmiralZeech » 10 Jun 2019, 18:09

Whilst I'm interested in the tech from a software eng standpoint, the game itself has zero interest to me.

I play RTS for the shiny explosions, not the gameplay.
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Re: Intergalactic Space Empire RTS / Chris Taylor

Postby tatsu » 10 Jun 2019, 19:21

fair enough. I understand that point of view since it's what first drew me to supcom. over the years though, it's become the tactile feel of the simulated projectiles and the balance : so basically the gameplay.

I'd say today what has me hooked to supcom is more like 5% graphics 95% gameplay.

btw to people reading this thread. I in no way shape or form seek to replace supcom nor do I see Intergalactic Space Empire as a replacement to supcom, and I also do not see it as superior or even potentially superior to supcom.

over the years I've just learned to give other games a try and appreciate them in their own right even if they don't come close.
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Re: Intergalactic Space Empire RTS / Chris Taylor

Postby Cuddles » 11 Jun 2019, 08:29

Blodir wrote:
tatsu wrote:I imagine if it's meant for PC as well (and I've done webdev, you can tell on what device your code is running and defer to if cases accordingly), then the PC's controls will be optimized for PC and ect...

I'm fairly certain this is not possible without some major hacks, like assuming its touch device until a mousemove event is fired... even detecting which browser the client is on is impossible without some m a s s i v e hacks. Regardless you could just, you know, let the user choose which interface they want to use.

I don't have any problem with this project. It's not like he has 15mil budget to create a decent rts anyway. Better create something small but good than some abomination rts


Not really understanding what you mean by massive hacks. Getting the User-Agent is pretty straight forward and standard practice. https://en.wikipedia.org/wiki/User_agent
You even get the operating system from it.

Anyways signed up for the beta and had a chat with el Presidente as he calls himself these days. Will post some screenshots when it's out, there is no NDA at this time. Beta should be out end of summer.

So, first things first... the beta. I hope to get the beta started, in one form or another, by end of summer (Northern Hemisphere summer).
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Re: Intergalactic Space Empire RTS / Chris Taylor

Postby Blodir » 11 Jun 2019, 09:46

Cuddles wrote:
Blodir wrote:
tatsu wrote:I imagine if it's meant for PC as well (and I've done webdev, you can tell on what device your code is running and defer to if cases accordingly), then the PC's controls will be optimized for PC and ect...

I'm fairly certain this is not possible without some major hacks, like assuming its touch device until a mousemove event is fired... even detecting which browser the client is on is impossible without some m a s s i v e hacks. Regardless you could just, you know, let the user choose which interface they want to use.

I don't have any problem with this project. It's not like he has 15mil budget to create a decent rts anyway. Better create something small but good than some abomination rts


Not really understanding what you mean by massive hacks. Getting the User-Agent is pretty straight forward and standard practice. https://en.wikipedia.org/wiki/User_agent
You even get the operating system from it.

Anyways signed up for the beta and had a chat with el Presidente as he calls himself these days. Will post some screenshots when it's out, there is no NDA at this time. Beta should be out end of summer.

So, first things first... the beta. I hope to get the beta started, in one form or another, by end of summer (Northern Hemisphere summer).

You cant check whether they are using mobile chrome or desktop chrome with useragent. Also if you want to check which version of the browser it is you have to do some guesswork based on which features are supported. Besides user agent is bad practice https://css-tricks.com/browser-detection-is-bad/

Not to go offtopic or anything.
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