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Re: Myth II: adding resource gathering, base building

Posted: Mon May 23, 2011 8:42 pm
by MindBrain
oogaBooga wrote:The coinage of the term "rtt" is a laughable attempt to unnecessarily split strategy gamEs into even slimmer pie slices in a neglected genre anyways. The quintessnce of being pointlessly anal.
I have the final answer for this "question" Myth is a RTS, it's played in real time and involves strategy. To call Myth a RTT is just more specific, and I think the same as saying RTTS (real time tactical strategy)

Is Myth closer to Halo because of the tactical elements each game has, of course not Halo is a FPS...

Re: Myth II: adding resource gathering, base building

Posted: Tue May 24, 2011 2:52 pm
by oogaBooga
Jon God wrote:
oogaBooga wrote:The coinage of the term "rtt" is a laughable attempt to unnecessarily split strategy gamEs into even slimmer pie slices in a neglected genre anyways. The quintessnce of being pointlessly anal.
Out of curiosity, would you put DOOM (as a First Person shooter) in the same genre as Mirror's Edge?
Good point. But the FPS genre is big enough that I could see a reason for separating games like Portal or Mirrors Edge (which are more like first person puzzle solving/exploring). The puzzles in portal are obvious where the puzzles in mirrors edge are more about finding the correct route and taking the right actions). Though technically you get "guns" that fire in both. But I wouldnt call them first person shooters, since the shooting in portal is nonlethal (excepting turrets) and the shooting in mirrors edge I believe is 100% optional (you can just disarm or knock out without having to pick up the guns, although I havent gone through the whole game so there might be some section where they force you to use one out of necessity).

Re: Myth II: adding resource gathering, base building

Posted: Tue May 24, 2011 3:14 pm
by Jon God
oogaBooga wrote:
Jon God wrote:
oogaBooga wrote:The coinage of the term "rtt" is a laughable attempt to unnecessarily split strategy gamEs into even slimmer pie slices in a neglected genre anyways. The quintessnce of being pointlessly anal.
Out of curiosity, would you put DOOM (as a First Person shooter) in the same genre as Mirror's Edge?
Good point. But the FPS genre is big enough that I could see a reason for separating games like Portal or Mirrors Edge (which are more like first person puzzle solving/exploring). The puzzles in portal are obvious where the puzzles in mirrors edge are more about finding the correct route and taking the right actions). Though technically you get "guns" that fire in both. But I wouldnt call them first person shooters, since the shooting in portal is nonlethal (excepting turrets) and the shooting in mirrors edge I believe is 100% optional (you can just disarm or knock out without having to pick up the guns, although I havent gone through the whole game so there might be some section where they force you to use one out of necessity).
No, it's possible, and rewarded to beat the game without picking up a gun.

As for the genres, what's the difference besides the size? And really, if someone wants more information on a game, why not give it it's own genre. Imagine all the people who heard about Mirror's Edge, looked it up, somewhere like, http://www.gamefaqs.com/ps3/941950-mirrors-edge/data , only to see it was marked as a first person shooter. I don't see anything wrong with being a little clearer about what kind of game myth, or any other RTT is.

Re: Myth II: adding resource gathering, base building

Posted: Tue May 24, 2011 4:05 pm
by Melekor
Just the fact that so many mythers dislike pretty much all other traditional "RTS" games is pretty good evidence that RTT vs RTS is a meaningful genre distinction.

Re: Myth II: adding resource gathering, base building

Posted: Tue May 24, 2011 8:44 pm
by punkUser
I tend to agree... how do you classify something like Dawn of War/Company of Heroes? Is it a traditional RTS or RTT or what? What about the modes where you don't build units? There's no resource gathering either so, what does that mean?

I typically just describe Myth as an RTS w/o bases or unit building. I haven't yet needed a specific acronym for that yet :)

Re: Myth II: adding resource gathering, base building

Posted: Wed May 25, 2011 4:46 pm
by Road
Terrorists have hijacked this thread!

Re: Myth II: adding resource gathering, base building

Posted: Thu May 26, 2011 9:52 pm
by MindBrain
Road wrote:Terrorists have hijacked this thread!
Hey Road I saw your Coma plugin, I thought it was pretty similar to how the Conjuror unit would work, but I didn't see the resource gathering element. If anyone can help code this part, (basically make "resources" out of; meat, pus, ghol cleaver, metal shard, dwarf bottle, busted arrow, and maybe a couple others) then you could have a mod that integrates nicely into the Myth universe. I've thought about it some more and figured all any existing map needs to work is battle debris laid down at specific locations. Well if anyone is interested I can put more mindbrain power into thinking about things like unit costs and gameplay considerations.

Re: Myth II: adding resource gathering, base building

Posted: Sat May 28, 2011 10:35 am
by Road
Well you may want to do as Pyro suggested... I dont work with script so I always try to find work arounds.

You could possibly have multiple conjurers that use artifacts differently and/or work from each others items dropped. Using mana and ammo could be sources as well depending on the type of unit.

Miner collects ore by hitting rocks
- Blacksmith collects ore and can use it to build up mana to use multiple artifact options.
Lumber jack collects wood by hitting trees
- Carpenter collects wood as mana for artifact options.

...Or something like that, perhaps figure out other options.

I have a unit that gathers broken parts from vehicles and robots that allows him to build smaller items... would be nice to be able to use two artifacts to create one new artifact or item but I think youd need to use a code for that.