| ▲ | somat 2 hours ago | |||||||||||||||||||||||||||||||||||||
Fair enough, but is there an advantage over the spring engine? Another clean room implementation that understands total annihilation data-structures, a project started 20 years ago. For what its worth, the Total Annihilation derived project with the most attention currently is is BAR https://www.beyondallreason.info/ They decided to make it legally distinct, but it was the balanced annihilation project which was total annihilation rebalanced for better pvp. I don't play too many RTS so this is not authoritative, but BAR plays better than any other rts I have tried, They really care about the fine details of user experience there. In fact, I consider Chris Taylor(Total Annihilation, Supreme Commander) to be one of if not the greatest RTS designers. His games don't have the fluff people appear to love(looking at you starcraft) but he gets the control design better than anyone else I have seen. | ||||||||||||||||||||||||||||||||||||||
| ▲ | ThrowawayR2 an hour ago | parent | next [-] | |||||||||||||||||||||||||||||||||||||
The advantage presumably is that a player gets to experience Total Annihilation's gameplay as it was originally released, without any rebalancing. It's interesting historically as the root of its own lineage of RTS games, it's interesting from a nostalgia perspective, and it's a great, if dated, game in its own right; the campaign, music, and narration still hold up nearly thirty years later. To whoever put it together, thank you. | ||||||||||||||||||||||||||||||||||||||
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| ▲ | PorciiVorbesc an hour ago | parent | prev [-] | |||||||||||||||||||||||||||||||||||||
>His games don't have the fluff people appear to love(looking at you starcraft) What fluff (of Starcraft) are you referring to? | ||||||||||||||||||||||||||||||||||||||
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