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  1. Taking this off-topic for a moment, but have you ever played Valkyria Chronicles, Squid? It's a game that effectively combines turn-based tactics (top-down, simplified view) and third person real-time shooter elements, along with some basic resource management between missions and RPG elements. It's a far cry from what you have in mind, obviously, but I think it's a start of what a combined top-down and first/third person hybrid could become. There's also Source Mods like Empires or Nuclear Dawn that have been around for years now, which have successfully integrated a top-down "Commander" role ingame, one that oversees building placement, vehicle production and resource management and issues orders while all the other players play the game in a first-person perspective. It's an amazing mix, and it's so saddening to see both games dying off because they're such a niche and have reached a stopgap in development, it reminds me of why W3D projects also can't get the break in popularity they deserve. The original Dune RPG DOS game touches on a lot of things you mentioned in your previous post, as go between first person text-based RPG and a top down strategy sort of display when traveling across the planet. And you've got resource management, troop management... it's a really overwhelming game unless you look some instructions up, hahah
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  2. >All in all your making a lot of calls while properly having no experience with any of the stuff that you are talking about. Some of us work in the industry and don't appreciate silly pissing contests about whose mod is better than whose. Your mod is neat. Good job on it. Please stop posting here only with the intention of trolling. >I've actually written a thesis for my Masters degree in Games Design To second this, my degree is a bachelor of fine arts in game art and design.
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  3. There's also Natural Selection which is a bit more main stream that does RTS/FPS in that one player builds structures and issues orders while others play as the 'grunts' and actually do the fighting. Another one would be Project Nomads which involved flying Islands and constructing a base on your Island before exploring in TPS in search of blueprints and resources for other buildings. Or Maelstrom... assuming you can get it to run which is a shame because it's a really good game. There is a list of games here: http://en.wikipedia.org/wiki/Category:First-person_strategy_video_games And that's not all of them, there are tons of them in development at the moment, Flagship, Mist of Stagnation, Universal War (can't seem to find it anymore ), Dysis (if the dev ever comes back from Hiatus), Battle Swarm, Universum: War Front. As you can tell I love RTS/FPS hybrids
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  4. Your assumption is actually really funny, because I've actually written a thesis for my Masters degree in Games Design (I can screenshot it to prove it if you don't believe me) about putting vehicles into UDK, which resulted in this video right here: Basically, I used uscript and hated it and then came to the conclusion that Renegade is much easier to do what I want to do in. We've got rather a lot of different unique gameplay mechanics in both games, so I'll list a few. All Projects - Veterancy - The Purchase Sidebar - Flying infantry Tiberian Sun: Reborn - The Underground Logic - The Mobile Sensor Array logic - Deployable vehicles (like the tick tank, artillery and Juggernaut) - Replenishable aircraft that make use of helipads to resupply - Amphibious units Apocalypse Rising - Remote Controllable Vehicles - Terror Drones - Veterancy - Flying Infantry - Deployable Infantry (GI, Guardian GI) - Deployable Aircraft (Siege Chopper) - Minor and Major Weakpoints - Reinforcement Bays (once the war factory/barracks has been destroyed players can use the reinforcement bay to buy units to stay in the game, this building does not count towards base destruction) - Prism Towers focus ability - Tesla Coil charging up with Tesla weapons in low power situations - Mirage Tanks - Prism Beam refraction - Country-specific unit picker (Picks a random country at the start of each battle and grants units accordingly) All of these features would be a terrible amount of effort to reimplement for very little gain to us. We already have all of these things working in Renegade, so why switch? There is the lure of a better toolset and better graphics sure, but I don't think that moving to the RenXDK even for an interim version would benefit us. We'd lose more time that would be better spent either on Renegade or on UE4. However, if people want to come and adapt our games, then they are welcome to apply to join us. It's all about supplying the demand and if people demand it that much then they will come and make it happen. In all fairness, you guys are around 3 years too late for me to be excited about this.
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  5. Any self respecting programmer should be smart enough to understand that learning a language that can't be applied to more than one thing is pretty useless in the real world. When you say that programmers should know more than one language, then yeah sure you're right there, but that language shouldn't be uscript. Javascript, C++, C#, Python and Lua are all infinitely more useful languages to know than uscript. Hell, even HTML is more practically useful than uscript. Whilst uscript is useful for UDK, times have changed and game engine technology has advanced. UDK is old and is slowly becoming very niche. Why should we move from one niche to another when the current Unreal Engine offers far better tools and a programming language that aligns with our own? Even though all the of the basic game-mode logic is in place, the fact of the matter is that Renegade is incredibly simple when compared to something like AR and TSR. The code that drives our units is better suited to an engine with better tools that uses the same language. Even if uscript is 90% like C++, that doesn't stop it from being completely obsolete thanks to UE4. You're not really selling this very well for me here. If you want to get a team together and apply to join us, then be my guest. I'd be all for accommodating this project if enough people want to work on it and the rest of us agree. It would be mutually beneficial if the two projects were to work alongside each other if such a thing were to happen because we have a good infrastructure that could be made use of. However, it's not really sporting or honourable of you to underhandedly start up a mod of the same name with the blessings of people who don't even work on the project anymore. At least have the decency to call it something different and make your own assets if you plan on going it alone.
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  6. For the tutorial I'd go with both, a skipable, hand holding, tutorial level/start that gives you directions to a decent place to start your town (although you would find better areas on your own) and walks you through the early steps and a grimmer or mayor handbook that players can refer back to with useful information and references to what they learned in the tutorial. As for citizens I'd go Dwarf Fortress style as in they take care of themselves and attempt to complete any jobs you assign them that they can do, but you can't actually control them (although you could make them follow you with a follow me command) For example I set an area to be mined to create a cave, then anyone who has been assigned to be a miner will go and mine that area out, however I can't chose who (out of the people with mining) will do it or when they will do it as they could have other jobs to do first or be sleeping etc. I could however find a miner and cancel whatever other jobs he has so that the cave digging is now his priority, or possibly make it so that you can set certain tasks to proceed other tasks for certain citizens, such as mining being greater than fishing for miners who are also gatherers. I'm also curious how mining/resource gathering etc. would work in this game, would it be like Minecraft where people actually go down mines to find stuff, or would it be like Anno 2070 where you build a structure over the resource location that constantly mines out resources until the area is depleted? Would resources be teleported to the stockpile or would someone have to transfer it manually (or by truck)? I'll write more when I'm not so tired
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  7. Just to add to the fun, let's add anachronisms all over the place! Byzantines vs. the Incas! It will be just like the original game in that sense. I mean, there was an Aztec campaign which had the Aztecs developing Gunpowder and Calvalry late in the game...
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