Thanks for your responses guys!
My primary motivation for looking into this is there is a game I really want to play... The problem is it hasn't been made yet
Do any of you remember the original Missionforce: Cyberstorm from Sierra (circa 1996)? Or have you played MegaMek (an open source implementation of the Battletech tabletop board game)? Or Mechcommander 2? All three of these games are "mech" games, but that isn't what I love about them. What I love about these games is the depth that exists within the units. Each one is unique, and represents an asset/investment to the player. When you lose that unit, it sucks~ therefore you do your best to keep it alive. Also, you can get down to the nitty gritty and do things like tell your units to fire on specific systems of the enemy units, or allocate more power to shields and such.
Why turn based? The level of tactics/strategy that you can employ when you have a minute to think about what you are going to do adds another dimension to a game. It's not everyone's cup of tea, but I happen to like it. More recently games like Flotilla and Frozen Synapse have introduced another element to turn based games- simultaneous turn execution. This leaves you needing to guess what your opponent is going to do rather than watching their turn and responding to it.
I would love to play a game that combines these elements, and I haven't really found anything lately that fits the bill.
I've been a fan of indie games for a long time, and I read on a developers blog not to long ago something that struck me. When he was asked why he made the game (I'm sure I'm going to botch this) he said something to the effect of "I made the game because I wanted to play it." It inspired me.
So here I am. Most of my experience with games programming is very limited but I am not an inexperienced programmer (when I'm not in classes I'm a research assistant in a robotics lab). I recently worked with the Horde3D graphics engine to prototype a virtual agent (fancy name for avatar) for use in a study. That kind-of got me thinking that I might try my hand at programming for fun for a change.
I came across Spring when I was looking for some examples of open source strategy games to get an idea of where to start. I remember when it was first released... and I am SO impressed as to how far along it has come and what you guys have done with it!
Das Bruce wrote:
why modify the ENGINE?
He probably means with lua/widgets/etc.
Honestly I hadn't done enough research into the framework of Spring to know that you wouldn't need to modify the engine to make some of the changes I was thinking of~ I didn't fully realize how versatile it is. I'm a little embarrassed
I will be sure to do some more reading before I ask any more questions.
My main reason for posting was to see what some of the veterans around here thought of the idea before I committed a ton of time learning Spring only to find out it wasn't feasible to do what I wanted to do with it. The fact that nobody's response was "THAT'S CRAZYTALK" may mean that I'm on the right track. Furthermore, other's have worked on this before me (thanks for the point in the right direction, knorke
) so I can learn from them. I know this is a huge undertaking but I'm in no rush to get it done.
Also, please don't get me wrong; I know in this post I am going on about turn-based games, but I do *love* RTS games. One of my two favorite genres