TA spring and SupCom
Moderator: Moderators
- KiviGerbil
- Posts: 56
- Joined: 27 Jun 2005, 17:27
TA spring and SupCom
will TA springers go SupCom when it comes out, and will spring wither because of this?
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Well I think that the co op campaigns that I heard about in SC look REALLY cool. So i think that I will play SC on LAN with my friends (I smell a huge mega lan party coming up!) but I will still do Spring online with strangers. Online spring is wayyyyy more fun then LAN spring, because with LAN you can only have two players and no AI. With LAN SC you can have 17 players and maps that cover entire contents (and then some!)
Well everything that i have seen so far points to a good balance between tactics, strategy and watching all those beautiful explosions!
Some people say that SC is a "spiritual" successor to TA. Mass and Energy? A Supreme Commander? Massive everything? Sounds more like an amplified version of TA, bigger and better in all directions are once. At least, that├óÔé¼Ôäós what i hope.
Some people say that SC is a "spiritual" successor to TA. Mass and Energy? A Supreme Commander? Massive everything? Sounds more like an amplified version of TA, bigger and better in all directions are once. At least, that├óÔé¼Ôäós what i hope.
We should aim such that by the time Supreme Commander comes out, Spring already has all the good features. We have 2 years. Can we implement really freaking huge maps and units, arbitrary bounding boxes, eliminate the unit limit, and add the helper AI to make all of this workable in that time?
At the rate things are progressing, I think we can... It will give us a goal to work towards. Let's show Chris Taylor he's better off joining the Spring community than us buying his game... We can do it better, faster, and with less paperwork and overhead.
*1053r goes off to report a bug he found to sourceforge.
At the rate things are progressing, I think we can... It will give us a goal to work towards. Let's show Chris Taylor he's better off joining the Spring community than us buying his game... We can do it better, faster, and with less paperwork and overhead.
*1053r goes off to report a bug he found to sourceforge.
They have 10+ full time developers + modelers + who knows10053r wrote: At the rate things are progressing, I think we can... It will give us a goal to work towards. Let's show Chris Taylor he's better off joining the Spring community than us buying his game... We can do it better, faster, and with less paperwork and overhead.
We have 3/4/5 spare time developers, no good modeling format or modeling pipeline... and no set direction of Spring that I can tell. No deadlines, no goals...

-Buggi
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
Spring
for supcom I would probably need a new computer, or at least a new graphics card. Spring still doesn't bore me, and is constantly improving and changing. Commercial games just don't do that.
Here's an interestin paragraph from : http://www.osnews.com/story.php?news_id=8146&page=2
Here's an interestin paragraph from : http://www.osnews.com/story.php?news_id=8146&page=2
TA has had that long life span, and I expect spring will as well. Comercial games are mostly fluff. Spring's gameplay has help my interest much longer than Warcraft 3 and Dawn of War. I don't think it will bore me after SupCom comes out.Where does Open Source fit in gaming?
Of course there are exceptions to every rule. Open source might not be the best choice for developing the next so-called "AAA level" story-based shooter, but it works pretty well for games with unusually long lifespans. And that is exactly where projects like this have succeeded wildly. Examples include BZFlag, FreeCiv, and FrozenBubble. You can also include the entire multi-player Game Modding community in this category. That is a great example of playing off of the strengths of open development, while avoiding many of the pitfalls.