TEK | |
mike (11:09 11/8/2001) Jan Klose (16:21 26/8/2001) andreww (21:45 28/8/2001) Jan Klose (16:21 29/8/2001) johnstlr (08:33 30/8/2001) rich (11:02 30/8/2001) johnstlr (12:11 30/8/2001) andreww (08:28 31/8/2001) andreww (08:30 31/8/2001) mike (09:09 4/9/2001) andreww (09:15 4/9/2001) Jan Klose (10:58 4/9/2001) rich (15:49 5/9/2001) Jon Atherton (17:24 5/9/2001) Jan Klose (18:29 13/9/2001) RobSimm (22:32 13/9/2001) Jan Klose (12:09 15/9/2001) ToiletDuck (19:03 15/9/2001) |
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Michael Drake | Message #85652, posted by mike at 11:09, 11/8/2001 |
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I am really looking forward to TEK. The latest screen shot is looking fantastic and from what I've seen the graphics are looking great. Will the game have any support for expansion packs, so that more units and maps can be added later? (like Red Alert) I understand there is to be a level editor supplied with the game. Will it allow for creation of actual missions or just skirmish maps? Also will it be possible to create new graphics for use in the level editor? I might get a cheap RiscStation with the intention of playing TEK over a network with people at home. What is the maximum number of players that TEK can support in a network game? The screen shots show the high quality of graphics and I trust Artex will give it great game play to match. I wish Artex every success with this game. Cheers, Mike |
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Jan Klose | Message #85653, posted by Jan Klose at 16:21, 26/8/2001, in reply to message #85652 |
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I am really looking forward to TEK. The latest screen shot is looking fantastic and from what I've seen the graphics are looking great. Thanks! Will the game have any support for expansion packs, so that more units and maps can be added later? (like Red Alert) Yes, additional maps and possibly also units can be added later. I understand there is to be a level editor supplied with the game. Will it allow for creation of actual missions or just skirmish maps? Also will it be possible to create new graphics for use in the level editor? It is not sure yet whether the editor will be supplied together with the game, or shortly afterwards via the website. Creation of additional missions is possible, as there is a simple scripting language supplied. The editor pack will possibly also include a graphics converter tool to add own graphics. I might get a cheap RiscStation with the intention of playing TEK over a network with people at home. What is the maximum number of players that TEK can support in a network game? Technically, eight players are possible, but the speed of the machines will limit this number. We haven't run comprehensive tests yet, but I would guess that three RiscStation players might be possible, maybe even four. SA machines would then allow some more players. But that's just a guess. The screen shots show the high quality of graphics and I trust Artex will give it great game play to match. I wish Artex every success with this game. Thanks very much! We're doing our best to make the gameplay at least as interesting as the screenshots :-) Cheers, |
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Andrew | Message #85654, posted by andreww at 21:45, 28/8/2001, in reply to message #85653 |
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Are you still interested in internet play or just local network play Jan? Andrew |
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Jan Klose | Message #85655, posted by Jan Klose at 16:21, 29/8/2001, in reply to message #85654 |
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Hi Andrew, Internet play is still on top of the multiplayer list. It is especially important as it's more likely for RISC OS users to live far away from each other, so they'll like to play via Internet instead of travelling to the next town and bring their computer along :-) By the way, both Internet play and local network play are using exactly the same technology, it's just that Internet play requires that you only send a small amount of data, because the connection is much slower. Cheers, |
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Lee Johnston | Message #85656, posted by johnstlr at 08:33, 30/8/2001, in reply to message #85655 |
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By the way, both Internet play and local network play are using exactly the same technology, it's just that Internet play requires that you only send a small amount of data, because the connection is much slower. ...and the latency (how long it takes messages to get from A to B) is much higher - hence why Quake players are told to connect to servers with a minimum recommended ping time. |
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Richard Goodwin | Message #85657, posted by rich at 11:02, 30/8/2001, in reply to message #85656 |
Dictator for life Posts: 6828 |
Presumably the networking code will be peer-to-peer, with no central servers taking some of the strain? |
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Lee Johnston | Message #85658, posted by johnstlr at 12:11, 30/8/2001, in reply to message #85657 |
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Pure peer-to-peer networking isn't actually a fantastic idea given the lack of multicast in the Internet and the additional complexity involved. Personally I reckon that choosing one of the players to act as a server is a fairly reasonable compromise. |
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Andrew | Message #85659, posted by andreww at 08:28, 31/8/2001, in reply to message #85658 |
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If you mean a dedicated server Richard then no it's not likely at the moment although Lee has accounted for that. |
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Andrew | Message #85660, posted by andreww at 08:30, 31/8/2001, in reply to message #85659 |
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Jan, That's good to know :-) Andrew |
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Michael Drake | Message #85661, posted by mike at 09:09, 4/9/2001, in reply to message #85660 |
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Posts: 30 |
Yes, additional maps and possibly also units can be added later. Cool. I know that individual units can't actually see over hills, but can they fire missiles over them? Also are there any sea or water units? I thought there was going to be a few but I can't see any mention of them on your site. Cheers, |
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Andrew | Message #85662, posted by andreww at 09:15, 4/9/2001, in reply to message #85661 |
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That would be great - firing from coastal areas at land installations! |
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Jan Klose | Message #85663, posted by Jan Klose at 10:58, 4/9/2001, in reply to message #85662 |
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Hi Michael, So far missiles cannot fire over hills, but the idea is good. If we find the time, and it fits into gameplay, we will possibly still implement it. Water units were originally planned, but they will not appear in the game. They were a victim of the "OK, nice ideas but now we have to reduce the elements" phase that is found in all game development cycles at some point :-) Cheers, |
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Richard Goodwin | Message #85664, posted by rich at 15:49, 5/9/2001, in reply to message #85663 |
Dictator for life Posts: 6828 |
Ah well, something to add into the sequel |
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Jonathan Atherton | Message #85665, posted by Jon Atherton at 17:24, 5/9/2001, in reply to message #85664 |
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Posts: 40 |
Hi Jan, I was wondering will there be any units that move underground like the 'Devils Tongue' off C&C Tiberian Sun? This is |
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Jan Klose | Message #85666, posted by Jan Klose at 18:29, 13/9/2001, in reply to message #85665 |
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Hi Jonathan, Such a unit had also been planned, and we are still thinking about it, and we'll include it if it fits into the concept. (If not, it will surely appear in some add-on :-) Cheers, |
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Rob Simm | Message #85667, posted by RobSimm at 22:32, 13/9/2001, in reply to message #85666 |
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Hi, Jan. You said in csag that you'd be releasing TEK at the ie via (I Presume) RCI? Cheers, Rob. |
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Jan Klose | Message #85668, posted by Jan Klose at 12:09, 15/9/2001, in reply to message #85667 |
AA refugee
Posts: 42 |
Hi, Yes, we are in negotiations with RCI, and it is quite likely that the game will be distributed by them. That means, of course, that as soon as it is available (e.g. on the RISC OS Show), RCI will sell copies. By the way, there might also be a very nice bonus on the TEK CD, but I'm not allowed to say more yet. Cheers, |
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Mark Quint | Message #85669, posted by ToiletDuck at 19:03, 15/9/2001, in reply to message #85668 |
Quack Quack
Posts: 1016 |
RiscOS version of Iron Dignity??? |
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