The big post about campaigns
Posted: 11 Jul 2008, 15:35
Hello fellow springers.
I'll tell you about myself, mostly my relation to Total Annihilation in this first paragraph, if you want to get straight to the point, skip this. I'm fairly new to Total Annihilation. I discovered the game three years ago when someone said that it is the best RTS game he has played. I got the game and all its expansions, and played it quite a lot with a friend. We mostly played against AI, as we're not a competetive bunch and mostly just wanted to have some fun. Later on someone else showed me Spring and its numerous mods, and I was amazed and thrilled. All this in fancy 3d coating and whatnot. Since that day I've regarded Spring and it's TA based mods my favourite RTS. As for my skills, I'm not a great player, most of you would probably kick my ass with ease, but I'm good and experienced enough to know "how shit works". Call me your average Joe player. I've been lurking on the forums now and then, so I have a rough idea on what's going on, but no doubt what I'm going to say next has been suggested a dozen times before and all I'll probably be doing is pour gasoline into fire.
Now, to business. While Spring and its mods (I'll be talking mostly about CA in this post, as I think it is the most advanced of the current mods) is currently aimed for competetive dueling and team matches, there is a great deal of people (me included) who would like to see the single player aspect of the game improved, to learn the ropes of the game and to just have fun on your own. I am talking about campaign(s) here. Let's first go over the problems there are in making a campaign.
From what I gather, the main obstacle between this point and the one where there is a fully working campaign is the AI. The problem with AIs is that while they try to be jacks of all trades, working with whatever mod they're used on and in the end failing more or less in most of them. In a campaign the AI must be modifiable to suit each scenario's needs, so an ordinary "does everything to win using the standard formula" would not do.
Also I recall reading at one point that there was some dispute about mods being suitable for campaigns, as they change all the time, making it hard to balance the campaigns.
I do not now how hard it would be to implement the actual campaign system into Spring, with saving/loading and missions following one another, but if this turns out to be a bottleneck, then my sense of logic is greatly flawed.
And now let's see how we can overcome these things.
I personally can't see a problem with the mod question. So what if mods continuously evolve? Such things happen with all RTS games. What should be done is just take one version of a mod and decide that it will be the version that will be used in the campaign. Of course every mod developer would want their own mod to be the one whose mod is used, but there could be a community vote between BA and CA as I believe those two are the most popular mods out there. I would like to see CA as the campaign mod, as it's graphically more advanced and has all these nice little things that help gameplay, but I digress. This aspect can be discussed more at an other time.
I usually don't talk about stuff I don't understand, and even now I wouldn't want to, but I haven't got any contacts with you people, so I guess I might as well say what I feel about AIs.
I know that this is a sensitive subject on these forums. AI developers are sick and tired of it all and everyone wants AIs to work on their favourite mods. Now if one of these AI gurus were to concentrate on one specific mod and one specific version of that mod, great things could surely be achieved without the hassle of worrying about compatibility with every piece of mod out there. I am 100% certain that a working campaign is a lot better thing to have than to put effort into making an AI work on many mods. Again, I do not know how these things exactly work, but considering how different all the mods can be, making an AI for a specific mod should be slightly easier, at least according to my logic.
In my opinion, the campaign does not need to be anything special. I'm sure most of you have seen the original TA campaigns. Those are certainly enough, at least for starters. Just different scenarios after another. Then someone (my silly accent might not cut it
) can talk through some filters to make the intermission speaks. It doesn't have to be fancy at all, just like it wasn't in the original TA.
Now, before you go all "Why don't you go somewhere else asking for others to do stuff for you!" I can let you know that while I can not help with stuff like AI or implementing the campaign structure into Spring, I can help with the more analog aspects, such as designing and making scenarios in the form of maps and plans. I also know another friend of Spring who will certainly help if we get this thing going.
I have some more ideas in my pocket, but I think that it is proper at this point to ask whether you are with me here. Probably the most important thing would be to get one of the highly skilled AI developers give an approval and help with this task, because otherwise I can't imagine how this could work.
A functional campaign would be a great step in the Spring development. No doubt it would bring in a a lot of new players.
In short, the things we need are:
1. Decide on the mod and the version of this mod to use. EASY to do, but I beg you people, do not start shunning this project even though your favourite mod is not chosen.
2. The campaign system implemented into Spring, saving and loading, campaign progress storing and such. Shouldn't be a big deal.
3. An AI that could be tailored with minor scenario specific modificiations that the scenario author could implement with relative ease. I do not know whether it would be easier to modify an existing AI or to create a completely new one. This is probably the most important thing.
4. Ideas for scenarios and mapping to make those reality. There should be a mix of basic base vs. base, but also imaginative and/or weird scenarios, where the player (and especially the scenario author!) must think of new things. I for one can certainly help with these things.
5. Finishing up work. intermission speeches and such. The story for the campaign could be figured out later once all the scenarios and such have been made. These are all minor stuff, with which I'm sure everyone can help.
Let's fucking do this.
I'll tell you about myself, mostly my relation to Total Annihilation in this first paragraph, if you want to get straight to the point, skip this. I'm fairly new to Total Annihilation. I discovered the game three years ago when someone said that it is the best RTS game he has played. I got the game and all its expansions, and played it quite a lot with a friend. We mostly played against AI, as we're not a competetive bunch and mostly just wanted to have some fun. Later on someone else showed me Spring and its numerous mods, and I was amazed and thrilled. All this in fancy 3d coating and whatnot. Since that day I've regarded Spring and it's TA based mods my favourite RTS. As for my skills, I'm not a great player, most of you would probably kick my ass with ease, but I'm good and experienced enough to know "how shit works". Call me your average Joe player. I've been lurking on the forums now and then, so I have a rough idea on what's going on, but no doubt what I'm going to say next has been suggested a dozen times before and all I'll probably be doing is pour gasoline into fire.
Now, to business. While Spring and its mods (I'll be talking mostly about CA in this post, as I think it is the most advanced of the current mods) is currently aimed for competetive dueling and team matches, there is a great deal of people (me included) who would like to see the single player aspect of the game improved, to learn the ropes of the game and to just have fun on your own. I am talking about campaign(s) here. Let's first go over the problems there are in making a campaign.
From what I gather, the main obstacle between this point and the one where there is a fully working campaign is the AI. The problem with AIs is that while they try to be jacks of all trades, working with whatever mod they're used on and in the end failing more or less in most of them. In a campaign the AI must be modifiable to suit each scenario's needs, so an ordinary "does everything to win using the standard formula" would not do.
Also I recall reading at one point that there was some dispute about mods being suitable for campaigns, as they change all the time, making it hard to balance the campaigns.
I do not now how hard it would be to implement the actual campaign system into Spring, with saving/loading and missions following one another, but if this turns out to be a bottleneck, then my sense of logic is greatly flawed.
And now let's see how we can overcome these things.
I personally can't see a problem with the mod question. So what if mods continuously evolve? Such things happen with all RTS games. What should be done is just take one version of a mod and decide that it will be the version that will be used in the campaign. Of course every mod developer would want their own mod to be the one whose mod is used, but there could be a community vote between BA and CA as I believe those two are the most popular mods out there. I would like to see CA as the campaign mod, as it's graphically more advanced and has all these nice little things that help gameplay, but I digress. This aspect can be discussed more at an other time.
I usually don't talk about stuff I don't understand, and even now I wouldn't want to, but I haven't got any contacts with you people, so I guess I might as well say what I feel about AIs.
I know that this is a sensitive subject on these forums. AI developers are sick and tired of it all and everyone wants AIs to work on their favourite mods. Now if one of these AI gurus were to concentrate on one specific mod and one specific version of that mod, great things could surely be achieved without the hassle of worrying about compatibility with every piece of mod out there. I am 100% certain that a working campaign is a lot better thing to have than to put effort into making an AI work on many mods. Again, I do not know how these things exactly work, but considering how different all the mods can be, making an AI for a specific mod should be slightly easier, at least according to my logic.
In my opinion, the campaign does not need to be anything special. I'm sure most of you have seen the original TA campaigns. Those are certainly enough, at least for starters. Just different scenarios after another. Then someone (my silly accent might not cut it

Now, before you go all "Why don't you go somewhere else asking for others to do stuff for you!" I can let you know that while I can not help with stuff like AI or implementing the campaign structure into Spring, I can help with the more analog aspects, such as designing and making scenarios in the form of maps and plans. I also know another friend of Spring who will certainly help if we get this thing going.
I have some more ideas in my pocket, but I think that it is proper at this point to ask whether you are with me here. Probably the most important thing would be to get one of the highly skilled AI developers give an approval and help with this task, because otherwise I can't imagine how this could work.
A functional campaign would be a great step in the Spring development. No doubt it would bring in a a lot of new players.
In short, the things we need are:
1. Decide on the mod and the version of this mod to use. EASY to do, but I beg you people, do not start shunning this project even though your favourite mod is not chosen.
2. The campaign system implemented into Spring, saving and loading, campaign progress storing and such. Shouldn't be a big deal.
3. An AI that could be tailored with minor scenario specific modificiations that the scenario author could implement with relative ease. I do not know whether it would be easier to modify an existing AI or to create a completely new one. This is probably the most important thing.
4. Ideas for scenarios and mapping to make those reality. There should be a mix of basic base vs. base, but also imaginative and/or weird scenarios, where the player (and especially the scenario author!) must think of new things. I for one can certainly help with these things.
5. Finishing up work. intermission speeches and such. The story for the campaign could be figured out later once all the scenarios and such have been made. These are all minor stuff, with which I'm sure everyone can help.
Let's fucking do this.