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Did some studies based off some Age of Mythology screenshots I took.
#finished#drawing#painting#age of mythology#norse mythology#digital#digital art#digital drawing#rtsgames#retro aesthetic#digital painting#procreate#art#artwork#fanart
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Designing the OSP Ships for Nebulous Fleet Command
A good long while ago, I had the honour to design the second faction for the supremely excellent game Nebulous Fleet Command. (Get it here, don't hesitate, what are you waiting for? Get the game!) That faction being the OSP. The OSP's main thing being, that almost their entire fleet is made up of retrofitted civilian ships, hastily pushed into service. Almost. The first ship on the design block was The Ocello class Command Cruiser. The idea behind it was, that it used to be a state of the art Warship, but that time had passed a good 100 years ago. Many of these were mothballed withing OSP territory, and quite frankly you don't look a fully armored 12000 ton gif horse in the mouth, when a battle hardened navy is knocking at your door asking "you and what army?"
From the Tip of the spear we move over to what was avaliable. Civvies. Not to fret though, what they lack in class, they make up for in mass, either by numbers or by tonnage. We'll start with the numbers first, and this is where we meet the clippers. Clippers are the small fry of vessels, shuttles tugs, transport feeders, the small guys of the blue collar world. This may not bless them with lots of armor, but they sure as heck makes up for it in versatility. The Design brief asked for everyday civilian vessels in the size range of 60 to 95 meters, so I gave it my best shot with this lot.
Ultimately only three of these made it into the game, to uphold the delicate balance of the amount of work it takes the team to actually make one of these ships happen and also the gameplay balance of what their exact roles are and wether or not they are redundant, gameplay wise. I think the Team went with the right vessels, and I would only lament that I'd love to have had the "Mantis" as well. This leads us to the final and perhaps most interesting subject: The Freighters. The design document asked for three distinct types of freighters: -Bulk Freighters -Container Freighter -Liquid Gas Freighters Adittionally these ships were meant to be Randomizable in two ways: -be made out of three interchangeable sections, front, middle, engine
-lots of little doodads, like bridges, cranes, tanks etc. So I got to work and these are the results: Bulk freighter base models:
Bulk Freighter with Doodads example:
Finally some remixed Bulk freighter Hulls:
This worked out quite well for my sensibilities, so I went along with the other designs. Base Container Freighters:
Versions with Doodads:
And finally the LNG Freighters You know the drill by now. Base models:
Doodad examples:
And finally some remix variants.
And that is all! What a great and wild ride! The LNG Freighters unfortunately also ended up on the chopping block, but it's also understandable why; there's just too much hollow tank on these, to make for anything useful in combat. There we are. One whole like diary entry about my short and super sweet work for Nebulous Fleet Command. The Team there is doing wonderful work, and it has been one of my proudest moments seeing my scribbles turn into actual things in a video game that you can use to fight with - surreal! Shoutout to Mazer Ludd for Commissioning me on this awesome project and of course to Stephmo for making such cool models from my puny drawings!
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StarCraft Taught Me How to Code
It was the year 2000. I regularly hung out with my best friend, Mike. His older brother, Bobby, was always in the office using the computer. He was playing StarCraft. I was really captivated by it. Bobby commanded massive armies and used them to destroy enemies from an isometric point of view.
Bobby never left the computer long enough for me to give it a try, but Mike said they have it for the N64. We stayed up until 7 in the morning the next day playing it. It was terrible. An RTS on a console was an abomination. A mouse and keyboard was a necessity. But I was 10 years old and I didn't care and we couldn't stop playing.
I eventually got the game for my own computer. It was the fist online game I ever played. Battle.net was a super highway to another dimension. I could play with anyone—from the east coast to the west coast, Europe to Asia. It was easier to find people with similar interests than on the Web.
You could essentially create your own game using StarCraft assets. It taught me logic and how to code.
The game was fun. But the thing that became my favorite was its campaign editor. You could essentially create your own game using StarCraft assets. It taught me logic and how to code. You would create conditional statements, and if conditions were met, then something would happen as a result.
When you played other peoples' games, you first downloaded them and they would go in a specific folder that you could open in the campaign editor. Sometimes people used mods that would lock you out and prevent you from reading their logic, but most of the time you could learn from them and see how the games worked.
I read a lot of other peoples conditional statements, copied them and saw how they functioned. I learned a lot about triggers, making things happened at certain times, or causing something to happen when someone brings something to a specific place.
I give a lot of credit to StarCraft for my love to code and build things for the Web.
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Star Wars RTS game (maybe "Starcraft" style), but with Qymaen and Ronderu as protagonists.
Imagine telling Grievous' story in such a medium... defending Kalee, leading a Kaleesh army to Huk worlds and then working as an IGBC's agent.
Just... imagine.
#star wars#rts#rtsgames#qymaen jai sheelal#ronderu lij kummar#unknown soldier: the story of general grievous#grievous#general grievous#kaleesh#intergalactic banking clan#igbc#i just love video games
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Agora estou na Era Contemporânea em FoE (Forge of Empires), minha cidade é a de Noctúria Lazuli, e meu nome lá é salgor2, ainda permaneço no servidor de Korch, sou da guilda + SANTERIA +, podem entrar se quiser pra ajudar, se essa não der certo, vou tentar ingressar em outra guilda ou voltar pra Ethos, espero que vocês curtam o "vizu" da minha cidade, até mais!!!
#jogos gratuitos#jogosdegraça#artes#FoE#rtsgames#forgeofempires#jogosdenavegador#lardaspoesias#lardepoesias#projetoalmaflorida#escritores#pequenospoetas#lardepoetas#pequenosescritores
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I find I enjoy the GDI and Soviet campaigns in C&C better than the Nod and Allied ones.
I guess for me being the big stompy boot is more fun than being the knife in the dark.
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i fucklig love the way RTS games put a little window with the face of the little guy / creatur you're controlling. like there you go honey sweetie lovely, pose for the camera while i send you and your 30 clones to your doom.
More games should do that. The original Doom had the right idea.
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I've always had it in my head that rts games were something I'd never be able to get into, that they'd just be too overwhelming for my adhd having ass lmao. Honestly feeling very glad I still decided to give Homeworld a try, because I've been absolutely loving the games so far. Already finished Homeworld 1, and currently in the middle of playing Deserts of Kharak, but Homeworld honestly scratches an itch I wasn't aware I even had haha. Some of the things that have stood out the most to me so far are the fact that Homeworld isn't just on a flat plane, it makes use of the fact it takes place in outer space. As I said earlier, I was initially hesitant to try out rts games, and I was especially nervous about Homeworld on account of having the z plane to worry about as well, but it really didn't make things too much more complicated. Just adds some neat depth about tactical positioning. Another thing I want to mention is the voice acting. I've heard from others that just in general, Homeworld does a really good job at having a "staying professional under stress" tone to the voice acting, and it's truly a spot on verdict. On top of that, the radio chatter just in general is great, especially with Deserts of Kharak. Really makes it feel like there are actual people behind each unit. Maybe it's just me being sensitive lmao, but at least for me, it really made me feel each loss, to the point where if I took enough losses, I'd reload a save because i just felt really shitty about how many people died on account of my poor planning, as opposed to just having a bunch of cannon fodder that's easily replaceable. That's about all I have on my mind for now, but I'll probably post more as I play through most of the games.
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" Space... Strategy... Survival! "
PC Zone Magazine n133 - October, 2003.
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"Sins of a Solar Empire" kinda feels like a waste of an excellent name on an RTS not that it isn't an excellent game deserving a great title but it is also an RTS with virtually zero plot. It could be called like Space War or something and it wouldn't really effect my enjoyment of the game where as for something a bit more plot driven a title like "Sins of a Solar Empire" could do a lot to set tone and also hinst at a potential excellent sci-fi epic
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Personally, I'm the bottom one.
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damn I really like playing as the swedes in AoE3 I wish Sweden was a real place :/
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Terminator: Dark Fate Defiance - On the way to chihuahua Mexico
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Age of Empires thumbnail art for CloudCuckooCountry's new video essay (RTS is easy and fun).
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Making an ant RTS game; Ant Empire Rising
I've been working on a video game called Ant Empire Rising. As the name implies, it's a video game about ants, particularly an RTS game. It'll be a mix of the themes of Empires of the Undergrowth (another ant RTS game), the game mechanics of traditional RTS games (like drag-and-click movement), and the complex ecosystem type backdrop of Rain World.
I have a detailed devlog over on TIGForums, where I post semi-daily progress updates of what I've been up to. However, I decided to start posting about the game here on Tumblr as well, in the hope of reaching a wider audience. I'll probably make big, weekly progress updates as opposed to small, daily progress updates, but it depends.
If you wanna learn more about the game itself, I highly recommend reading my devlog on TIGForums, I'd say it sums up how the game is/will be pretty well.
I've also linked all of the photos and videos of the game thus far here, so that you can see the current state of things.
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