Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Dune 2: The Golden Path (formerly Dune 2: The Sleeper Has Awakened)
#1
Posted 23 November 2009 - 01:51 AM
I realized today that I hadn't visited this site in quite some time, so I dropped in to check around. Turns out some people here were actively following the project and I've been chastised for not announcing the changes here (knew I forgot something), so without further ado:
http://drackbolt.blogspot.com (dev page)
http://dune2.krizik.com (forums)
Focus is on multiplayer and development is very strong. Should be a relatively stable network release before 2010. No single player other than skirmish mode against AI oppponents (in other words no campaign, which is what most people think of for SP). Many enhancements coming in the next release.
Cheers,
Drackbolt
#2
Posted 25 November 2009 - 03:14 PM
Skirmish is a lot better than nothing at all ;D Especially since your game has been focused on battles, rather than on story, from the very beginning when it was purely multiplayer. I must say that the crucial difference of D2TGP from other Dune II "clones" lies in the extremely well thought-out and balanced game mechanics. I like the way you introduced unique new features (like the unit selection method different from the usual "rubber band") with increased playing efficiency in mind.No single player other than skirmish mode against AI oppponents (in other words no campaign, which is what most people think of for SP).
#3
Posted 25 November 2009 - 11:14 PM
Great to hear you like the interface. It's definitely not mainstream design, so most people love it or hate it. I keep the onus on the player to do things correctly in most cases, because I hate interfaces that "help" too much and cause mistakes.
Next version should be out within a week (and will probably be followed by a bugfix release a week after). I'm testing some final changes out now. I may or may not have the wherewithal to post about it here right away, as I have a lot to do before Xmas when I leave for a long holiday. At the least it will be up on the dev page.
Happy Thanksgiving everybody (to whom it applies)!
#4
Posted 26 November 2009 - 12:08 PM
It's nice to see that you pay so much attention to seemingly minuscule details. Many developers would have been content with implementing an already widely used method in their projects, while your attitude shows that the entire game has been thoroughly designed in every aspect, not just unit balance or side differences.Great to hear you like the interface. It's definitely not mainstream design, so most people love it or hate it. I keep the onus on the player to do things correctly in most cases, because I hate interfaces that "help" too much and cause mistakes.
Good to hear that ;DNext version should be out within a week (and will probably be followed by a bugfix release a week after). I'm testing some final changes out now.
#5
Posted 30 November 2009 - 01:45 AM
#6
Posted 01 December 2009 - 10:58 AM
#7
Posted 01 December 2009 - 03:05 PM
#8
Posted 01 December 2009 - 07:54 PM
Not to mention, right click scroll deselects the units
#9
Posted 01 December 2009 - 10:56 PM
#10
Posted 02 December 2009 - 02:41 PM
Heh, you haven't played Horde: The Northern Wind (a Russian Warcraft lookalike, and a very well done one IMO): the units there almost never follow exact orders in the heat of battle. It adds some realism to the game ;Dif I order a unit to attack one specific enemy it ignores the command because there are closer enemies to attack around it...
#11
Posted 02 December 2009 - 11:13 PM
My two favorite modern RTS games (which I would actually call "Real Time Strategy", and does not include Starcraft and other hybrid action/RPG games) are Total Annihilation and Axis and Allies. If you've played those you should be able to see a fair amount of my inspiration. There is also an older hybrid game called Dark Omen that I think is just fantastic, although perhaps less of an inspiration.
I think what's missing from most games is the chaos of battle at the front lines. I can't stand seeing people able to do things like the Dragoon shuffle in Starcraft, and watching units scout entire enemy bases in Dawn of War before getting killed is completely aggravating to me. A suicidal movement should end in suicide and formation at the start of battle should be absolutely critical. It's just a matter of personal preference in gaming. I'm a control-freak so I designed the interface and combat model to appeal to me.
P.S. The lack of graphical mask for selected units was an old design choice to try and cut down on screen draws. It's probably not even necessary to avoid it anymore so maybe I'll change it in the future.
#12
Posted 03 December 2009 - 02:18 AM
Well I wanted my sonic tank to take out that particularly nasty rocket launcher in the back, and preferable blast away some stuff in between in the process, but it insisted on attacking the closest unit. Not very logical, for a sonic tank.Heh, you haven't played Horde: The Northern Wind (a Russian Warcraft lookalike, and a very well done one IMO): the units there almost never follow exact orders in the heat of battle. It adds some realism to the game ;D
#13
Posted 03 December 2009 - 04:46 PM
#14
Posted 04 December 2009 - 12:29 PM
Well, maybe a "pulsating" change of brightness of the selected item would do. It's the occasional invisibility and transparency that make the current method of indication seem weird to me (as if those items became insubstantial or something...P.S. The lack of graphical mask for selected units was an old design choice to try and cut down on screen draws. It's probably not even necessary to avoid it anymore so maybe I'll change it in the future.
A nice touch regarding item selection is in the above-mentioned Horde: The Northern Wind game. The color of the selection box ("brackets", actually) is used to indicate health status (as opposed to the Warcraft series where the color of the selection box/circle indicates allied/enemy/neutral units), and it gradually changes from bright-green through shades of yellow and orange to bright-red according to the amount of health. The shape of the box, on the other hand, indicated alliance status (player-owned, allied, neutral and enemy units all had differently shaped "brackets").
By the way, Drackbolt, since you did such a nice job with Dune II graphics (lightning effects, smooth flying animation etc. etc.), maybe this would be of any interest to you? It's an abandoned Dune II-inspired project that was under development back in 1993, but never got completed. It has an elaborate graphics pack that is free for download ("Use them, abuse them," as the author himself put it), and some nice ideas in the roadmap (described on that page). Maybe you'll make any use of this?
#15
Posted 05 December 2009 - 06:16 AM
Your comment about colored bracket boxes... actually if you look at older versions (like very old) you'll see that exact thing put in place. However, I think any kind of box around the units or floating health bars is hideous. Can't stand seeing it in the field. If I do anything I might make the units shift color somehow, if it's not any more distracting than the current indication.
#16
Posted 05 December 2009 - 03:30 PM
#17
Posted 06 December 2009 - 02:53 AM
#18
Posted 07 December 2009 - 01:55 PM
#19
Posted 07 December 2009 - 03:33 PM
#20
Posted 07 December 2009 - 03:42 PM

Sign In
Create Account

Back to top
