Achron - Time Travel RTS
Posted: 2009-03-27 02:42pm
I saw this highlighted on Rock, Paper, Shotgun today and it's one of the most confusing and exciting RTS concepts I've seen for a while. Here's the press release:
Basic Time Travel
Multiplayer Timetravel
Sending units through time
It seems all players are bound to the present; every order you give in the past costs energy, and it cost's more energy the further back you go. This puts an eventual limit on how many time-travel counters each player can make. The time wave thing gives you a chance to respond and change the past before it effects the present. It looks like this will lead to all sorts of amazing time-travel shenanigans and the fact it works in multiplayer is awesome. I don't know how popular it's going to be, I think it's going to depend on how good their tutorials are. In fact their tutorials better be fucking amazing cause this is some crazy shit. The interface seems well thought out so far at least. I assume the actual units and combat will be simpler and less micromanagement heavy than other contemporary games are; your going to be very busy watching the timeline. The graphics and animations are shit, but I guess that's because it's still in alpha stage.
As I understand it you'll be able to do stuff like this:
Example 1
You currently don't have enough units to beat your opponent at point in time A. So you build a factory which is completed at point B, and it completes 10 tanks at point in time C. You send those tanks from time C to time A and attack your opponent in the past. This starts a timewave that will eventually effect the present. Your opponent see on the timeline that you just fucked him over at time A, and goes back to time B and orders his army to attack you before you built your tanks at time C and blows up the factory that was going to build your tanks. If he's fast enough his timewave from point B will be ahead of your timewave from time A and will reach reach time C before you timewave from time A hits point B and thus your tanks never were never built and your timewave from point A stops.
Example 2
Your opponent has just completed a building some supertanks from a newly constructed factory that will easily crush your current forces. So what you can do is send your army back in time to kill his factory before it's built. This starts a timewave that will take a certain amount of time before it effects the present. The factory and the supertanks are still standing in the present, so your opponent sends his supertanks back in time to defend the factory that is going to build them. If he wins in the past the first timewave will stop and the factory stays standing. You could then go back in time to before you sent your units back in time and stop them; this would start a timewave that would quickly hit the present and they would fade back into the present (I assume they disappear from the past you sent them to, so his tanks go back in time and just sit there). You could then send you army to attack his factory in the present because his uber tanks are in the past, not the present.
Interestingly looking at their videos, if you chose to go back in time and cancel your order to send the army back in time, and instead immediately attack his base from the near-past you could arrive at a point where he had built his supertanks, but before he sent them back in time to stop the attack in the past you didn't make, which means that there would be twice as many supertanks; the ones from the past and the ones that just rolled out the factory but have not went back in time. *head explodes*
I recommend you watch their alpha videos to get an idea of the stuff you can do:Press Release
March 26, 2009 - Hazardous Software unveiled Achron, the world’s first meta-time strategy game, at the 2009 Game Developers Conference in San Francisco, California. The next revolution in time travel gameplay was demonstrated at the Experimental Gameplay Session.
Designed to reinvent the real-time strategy genre by allowing all players to travel through time, Achron is a futuristic science fiction game. Players and units have the ability to jump to and play at different times simultaneously and independently. Time travel is free and unlimited but it costs energy to change the time line. Players will be challenged to invent new strategies in a world where it is possible for them and their opponents to undo mistakes, change a strategy after committing to it, and alter the outcome of past battles.
Time travel transforms the strategy game landscape, stated Christopher Hazard, president and cofounder of Hazardous Software. It opens up new dimensions of strategies and gameplay. For example, imagine being able to see when and where your opponents are going to attack before they do.
Achron features both a captivating single player campaign and an online multiplayer mode. In addition to being able to build, expand, and attack as in typical RTS games, new mechanisms such as command hierarchy and smart-idling ease the management of a complex time travel environment. An intuitive user interface depicts events in the past and future allowing the player to navigate the time line.
Achron signifies the creation of a brand new sub-genre of video games that utilize gimmick-free time travel as one of the core gameplay mechanisms, said Mike Resnick, lead developer and cofounder of Hazardous Software. The popular type of time travel abundant in science fiction is now available to the gaming community.
Further information about the game will be released in the upcoming months. To learn more about Achron, please visit the official web site at http://www.achrongame.com.
About Hazardous Software
Hazardous Software was incorporated in June 2007 and is headquartered in Raleigh, North Carolina near Research Triangle Park. The company was founded to address the gamers desire for more innovative games in the marketplace. Hazardous Software believes games should challenge players minds while being entertaining and engaging.
Copyright 2008-2009 Hazardous Software Inc.
Basic Time Travel
Multiplayer Timetravel
Sending units through time
It seems all players are bound to the present; every order you give in the past costs energy, and it cost's more energy the further back you go. This puts an eventual limit on how many time-travel counters each player can make. The time wave thing gives you a chance to respond and change the past before it effects the present. It looks like this will lead to all sorts of amazing time-travel shenanigans and the fact it works in multiplayer is awesome. I don't know how popular it's going to be, I think it's going to depend on how good their tutorials are. In fact their tutorials better be fucking amazing cause this is some crazy shit. The interface seems well thought out so far at least. I assume the actual units and combat will be simpler and less micromanagement heavy than other contemporary games are; your going to be very busy watching the timeline. The graphics and animations are shit, but I guess that's because it's still in alpha stage.
As I understand it you'll be able to do stuff like this:
Example 1
You currently don't have enough units to beat your opponent at point in time A. So you build a factory which is completed at point B, and it completes 10 tanks at point in time C. You send those tanks from time C to time A and attack your opponent in the past. This starts a timewave that will eventually effect the present. Your opponent see on the timeline that you just fucked him over at time A, and goes back to time B and orders his army to attack you before you built your tanks at time C and blows up the factory that was going to build your tanks. If he's fast enough his timewave from point B will be ahead of your timewave from time A and will reach reach time C before you timewave from time A hits point B and thus your tanks never were never built and your timewave from point A stops.
Example 2
Your opponent has just completed a building some supertanks from a newly constructed factory that will easily crush your current forces. So what you can do is send your army back in time to kill his factory before it's built. This starts a timewave that will take a certain amount of time before it effects the present. The factory and the supertanks are still standing in the present, so your opponent sends his supertanks back in time to defend the factory that is going to build them. If he wins in the past the first timewave will stop and the factory stays standing. You could then go back in time to before you sent your units back in time and stop them; this would start a timewave that would quickly hit the present and they would fade back into the present (I assume they disappear from the past you sent them to, so his tanks go back in time and just sit there). You could then send you army to attack his factory in the present because his uber tanks are in the past, not the present.
Interestingly looking at their videos, if you chose to go back in time and cancel your order to send the army back in time, and instead immediately attack his base from the near-past you could arrive at a point where he had built his supertanks, but before he sent them back in time to stop the attack in the past you didn't make, which means that there would be twice as many supertanks; the ones from the past and the ones that just rolled out the factory but have not went back in time. *head explodes*