Changes between Version 1 and Version 2 of 0AD_The_Vision


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Timestamp:
Jun 27, 2009, 6:39:57 PM (15 years ago)
Author:
Erik Johansson
Comment:

formatting

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  • 0AD_The_Vision

    v1 v2  
    3939Out of the 12 civilisations, which is the best? Well, we don't know! That decision is put in the hands of the player. It is up to them to either recreate or rewrite history.
    4040
    41 __2000 YEARS AGO__
     41====2000 YEARS AGO====
    4242
    4343The game will draw people back 2000 years. This could be a bit difficult because nobody really knows for sure how things were exactly. Much information was lost during the dark ages. We are therefore basing most everything on what our historians have been able to dig up for us. We are taking a great effort to avoid stereotypical imagery and notions, in an effort to give our players a realistic world.
     
    4949This game will make you (as a player) feel like you are in command of a civilisation. You make the decisions that will lead to their ultimate rise or demise.
    5050
    51 __Heart and Soul of 0 A.D.__
     51====Heart and Soul of 0 A.D.====
    5252
    5353If you strip down the project to its very basic core we are left with a 'game'. It all boils down to a competitive activity, with a set of rules in which players are engaged in a challenge that provides entertainment and amusement. Players will also be rewarded by successfully surpassing the challenges set before them.
     
    7878When a player is given an obstacle to overcome and they accomplish their goal, they should be rewarded. It will be the reward that encourages them to continue playing. The more they play, the more parts of the game they will 'unlock'.
    7979
    80 __A Responsibility__
     80====A Responsibility====
    8181
    8282Because we are in a unique position of engaging the minds of young adults, I believe it is our responsibility to portray the game world as true to history as possible. There are going to be many names/places/events that many people are not familiar with from the general education they receive at their schools.
     
    8686As the philosopher George Santayana said, “Those who cannot remember the past are condemned to repeat it.”
    8787
    88 __Snares__
     88====Snares====
    8989
    9090It is very easy for a game to fall prey to many of the common mistakes that prove disastrous to the games in the RTS genre. We need to keep our guard up and avoid these pitfalls:
     
    9797 * '''Overly Ambitious''' - I think it is very important for us to always remember that this is the first project we have ever done. Much of the knowledge we have gained is based on trial and error. We will probably continue to forge forward in this fashion. We need to understand our limits and avoid getting fixed on them. We should aim high, but not so high that our goals are unattainable.
    9898
    99 __Why?__
     99====Why?====
    100100
    101101What is in it for me? Why would someone play our game over another game? I think the largest factor in answering that question would be that the game is FREE. Perhaps not the best reason why people will play our game, but it should not be discredited.
     
    116116 * '''Real World Map Realism''' - Random Maps based upon geographical regions where the civilisations of the ancient world lived and 'died'. These will be generated with biome specific-to-location features that replicate (as best we have researched) the look and feel of the world as it existed 2,000 years ago. This provides for further player immersion into the game.
    117117
    118 __RTS Genre__
     118====RTS Genre====
    119119
    120120You're probably thinking, "Why is someone creating another RTS game?" Since we converted the 0 A.D. project from an Age of Kings modification project to a complete stand-alone game, we have grappled with this same question. If it is just another clone, what is the point? Hasn't the RTS genre reached its pinnacle? Isn't it time to move on?
     
    126126Developers do not seem to be content to further the traditional RTS in the same vein as Age of Empires, Command and Conquer, Red Alert, and Warcraft II. Though some are fleeing, we are going to stake a claim in the RTS genre. There is still much innovation to be made. This for us means:
    127127
    128 A.      Less tedious/mindless micro-management
    129 B.      More strategic thinking
    130 C.      Greater stress on planning, formations, and tactics
    131 D.      Choices, Choices, and more Choices
    132 E.      Enhancing the multiplayer experience
     128 A.     Less tedious/mindless micro-management
     129 B.     More strategic thinking
     130 C.     Greater stress on planning, formations, and tactics
     131 D.     Choices, Choices, and more Choices
     132 E.     Enhancing the multiplayer experience
    133133
    134134Innovation (nowadays) is not “amazing 3D graphics” or “hundreds of units”. Those are now merely the standard by which an RTS is measured; a rite of passage. If that is all we can hope to attain, then it won't do us any good that the game is free; we would probably have to pay people to play it.
     
    136136So we set out to create our own game… It is a large task, but I am confident that our team is up to it. Are we worried that the game will not be original enough? Yes, we are. But, we are doing our best to ensure that it will be a product worthy of being called a 'game' and not just a clone.
    137137
    138 __A Comparison__
     138====A Comparison====
    139139
    140140If you were to compare our game to other games, how would it stack up? What would be familiar? Here is a rundown of commonalities with other games.
    141141
    142 Age of Empires - Historical era
    143 Age of Kings - Basic combat system
    144 Rise of Nations - Territories
    145 Generals - Ranks
    146 Warcraft III - Heroes
    147 Praetorians - Units in trees
    148 Knights of Honor - Units on structures
    149 Civilization - Technology 'tree'
     142 * Age of Empires - Historical era
     143 * Age of Kings - Basic combat system
     144 * Rise of Nations - Territories
     145 * Generals - Ranks
     146 * Warcraft III - Heroes
     147 * Praetorians - Units in trees
     148 * Knights of Honor - Units on structures
     149 * Civilization - Technology 'tree'
    150150
    151 Our Audience
     151
     152====Our Audience====
    152153
    153154The players we are targeting will likely have one of the following traits:
    154 An interest in our time period and/or civilisations
    155 Ancient warfare
    156 “Age of” gamers
    157 RTS buffs
    158 Map Makers
    159 Mod Makers
    160 Single Player campaign players
    161 Online Multiplayers
    162 LAN Partiers
    163 WFG Team
     155 * An interest in our time period and/or civilisations
     156 * Ancient warfare
     157 * “Age of” gamers
     158 * RTS buffs
     159 * Map Makers
     160 * Mod Makers
     161 * Single Player campaign players
     162 * Online Multiplayers
     163 * LAN Partiers
     164
     165
     166====WFG Team====
    164167
    165168The Wildfire Games team is an assembly of individuals with a large variance of location, experience, skills, and personalities. Together, as a team, we have united to partake in an experience that very few have successfully completed.
    166169
    167170There are many obstacles we must overcome if this game is to be completed:
    168 Virtual - We are a virtual team with no central office. All our communication is done via the internet.
    169 Hobbyist - None of us are doing this as a fully time job. We are not paid. This project comes secondary to work, school, and family.
    170 Inexperience - Very few of us have done this for a living. There are so many things we have to learn by trial and error.
    171 Expansive - RTS games are complex. The sheer volume of art, music, scripts, and code that needs to be created is a huge task, even for a professional development studio.
    172 Reward - The payoff for developing this game is not a salary. Many prospective staff members are turned off by the fact that we cannot offer monetary compensation.
     171 * '''Virtual''' - We are a virtual team with no central office. All our communication is done via the internet.
     172 * '''Hobbyist''' - None of us are doing this as a fully time job. We are not paid. This project comes secondary to work, school, and family.
     173 * '''Inexperience''' - Very few of us have done this for a living. There are so many things we have to learn by trial and error.
     174 * '''Expansive''' - RTS games are complex. The sheer volume of art, music, scripts, and code that needs to be created is a huge task, even for a professional development studio.
     175 * '''Reward''' - The payoff for developing this game is not a salary. Many prospective staff members are turned off by the fact that we cannot offer monetary compensation.
     176
    173177For our team, it will be an uphill battle. Though it will be difficult I am sure our team can rise to the challenge. Talent attracts talent, and we certainly have a lot of it. If we continue to surround ourselves with the best and the brightest we will surely maintain our potential for quality and excellence.