Just to let you guys know, I haven't abandoned this project, just kind of put it on hold I guess. Mainly because I'm playing Halo instead of Spring atm Guess I couldn't leave my old Halo chums to pwn nubs alone
When I start playing Spring again (Pretty much inevitable), I'll continue Spring Network. Also note I've done a fair bit behind the scenes, just haven't uploaded it all yet.
Also, I'm still needing people to make a list of features which makes x game stand out from the RTS crowd.
Just rattle of some feature lists of CA and KP and It'd speed things up when I start working on it again. I've already tried nagging game devs before but not much came of it. Even if you've only got one, just shout it out so I can concatenate them all together in the end.
Kernel Panic is a highly unconventional, simplified RTS that incorporates a classic visual style (See Marble Madness) with basic Computer Humour.
The target audience for it must be equally unconventional.
Anyway, I think I'll assemble two packages. 1. Kernel Panic as an expression of artistic license, minigame for the masses 2. Kernel Panic as an expression of computer order and humour
zwzsg ┬╗ Sun Apr 29, 2007 5:59 pm wrote:
1) Kernel Panic is not an humouristic mod. Yes, units have extremely nerdy names, so what? It's not like it would cause anyone to laugh. To the contrary, KP is pro! It's all about raw skills!
2) You don't need a whole sentence about Disney and the Tron franchise. Just one KP screenshot, and it'll be obvious and go without mentionning.
Keywords about Kernel Panic: - Streamlined - Fast Paced - No ressources. (All constructions are free) - Short game (like, 5-10 mins) - No building up, to teching up, no porcing up. Pure unadultered action! - Extremely few and archetypal units. - Plays like no other Spring mod. - Actually, gameplay feels a bit like Z, the 1996's Bitmap Brother hit.
Kernel Panic is essentially a sublimated RTS. The ressource management has been taken away completly: all mobiles units and buildings can be constructed for free. The learning of complex tech tree has been cut out drasticly: there is only 10 units, including factories and walls. The hours long struggle so typical of TA/SupCom/Spring have been shrunk dramatically: A typical Kernel Panic game will last no longer than 10mins. Even the eye dazzling graphics every other mod strive for have been swapped for old school vectorial look, somewhat reminscent of Tron or Darwinia.
With the removal of economy management, of offense/defense balance, all that remains is pure strategy and tactics: Performing a 10sec retreat to gather your troop, choosing between staying battling units, or charging through to hit the enemy to the heart, spreading your forces to scout and skirmish everywhere around the map, or concentrating them into an unstoppable tide, taking the left, right, or middle route,.... Yes, in every RTS, you will have to make such choice, but much too often they are diluted into long and boring building up phase, repeating learnt by heart build order, building in masses only the one best unit and throw it by pack of 20 to the enemy via the direct route, ....
In other RTS, newcomers are slaughtered in 5mins by Koreans who know every little idiosyncrasy of every of the myriads units. To the contrary, Kernel Panic has such a short learning curve, that it takes about half of game to learn all there is to no know about Kernel Panic. It is not unusual for people who have never played Kernel Panic to reach the top players in their first game, as only raw skills matter in Kernel Panic.
In short, Kernel Panic is pure, unadulatered RTS fun, with all the borings bits removed, and condensed in quick and intense action.
Kernel Panic is a game about computers. Systems, Hackers and Networks wage war in a matrix of DOOM! The only constraints are time and space; unlike other real time strategy games, no resource economy exists in KP.
All units are free in this game, every factory built will be spamming units at all times. You can build more factories, but only on pre-defined areas (datavents). All that remains is pure strategy and tactics.
KP makes for a frantically fast-paced, action-oriented game, with a very unique graphical style.
taken all my buddies together which ever saw a piece of spring, the big majority of them was only interested cause of the funniness of Kernel Panic (of course, most of them are IT guys). Even though this is not the main attribute, and you take it serious of course Z, it should be, or simply is the main selling attribute of KP for (spring/KP) noobs. or say, it is the way you can get quite some players very easily. thinking about it, the second best way may be, to say it is visually similar to that old Mac tank battle game. i mean.. you can't say the concept is very serious.. i mean... everyone who knows what bits and bytes are, knows that this way of displaying them makes no sense, realistically. it is also a game.. which should not be too serious anyway, maybe. a humoristic image also makes may make people think: "aww.. this looks funny... sure will be easier to play then these other games with 300 different units" -> more people will try. i also can't imagine that anyone will be turned off by this: "aww... i always wanted a serious game where i could fight bits with bytes, to prove they are superior, and now they make it appear funny!?"
Well, deeply, I agree with you. What I wanted to mean was more: I'm not sure we can market Kernel Panic as funny, because then the average joe will be disappointed to hear no fart jokes. While the humor in Kernel Panic contributes to its appeal, it's more nerdy references than loud obvious joke. That's why I don't think promo material should plainly write "KP is humoristic". Instead, it should convey the spirit by being written in the same vein. That is, the advertisment material should not say "you will laugh", but should instead contain a subtle computer joke. That way the people who don't get it won't be disappointed by a lack of promised LOL, and the people who get it, will be drawn to KP.
It was primarily a matter of opinion as it pertains to target audience. As developer-maintainer, zwzsg's opinion took precedence.
I wanted to reach an "unconventional" audience, which at that point was code for people who normally don't play RTS. Why? Because the case for Kernel Panic as a stripped down and pure RTS was already being made, but didn't seem to be making any headway.
So I wanted to set up two marketing branches, a humorous one to pull at those strings in the general gaming population, and an artistic casual one to reach outside the twenties strategy gamer male demographic.
I think all three of the perspectives presented in the quoted posts were valid routes which should, could and can still be explored to market to different audiences.
zswzg, what I honestly think you need for more appeal is some work on the level designs and visual feel- I like the TRON look, but it needs more work and polish. Same with maps- with the SSMF shader, a lot of things are possible now.
Would you like to test out a shader that I could build for you that was specifically for the KP look? Let me know via PM, I'm doing work on Palette over the next couple of days anyhow and it won't be a big deal to do something like that.
The other thing you may want to consider is to polish that mini-game with SP gameplay a bit more, and make that a centerpiece for luring in the casual-gamer market. Please don't hate me for saying that, it's just an idea. I know KP's a complex RTS, but maybe that's going to be a winner as a lure and introduction, together with packaging.
Well, my planned plans for KP are indeed to work on ground breaking maps and then make a SP campaign. No need for help, I know exactly what I want and how I'll code it. I just need to get around to actually do it. Then I tend to avoid doing what I ought and instead implement unexpected folly on a whim.
Joined: 22 Jul 2008, 01:30 Location: Yorkshire, UK
Tell me what you need and I'll try help you make one for XTA if you're willing to put it up. Also, not sure you're aware of it, I only scan read this thread, and only the last two pages, but Kernal Panic has the CA description...
I'm assuming that's because there's discussion over what should go on the Kernal Panic bit, but still.
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