Greetings everyone, and welcome to the Terran Tactics Recruitment Thread.
What is Terran Tactics?
Terran Tactics is a campaign which focuses on the strategical possibilities the StarCraft II engine has to offer. Did you like the upgrade and research feature of the campaign, as well as the choice which missions to do in which order? This is what we'll do here as well, expect that there are even more choices and even more flexibility. Imagine a Kessen game, but in a StarCraft II way.
Aside from the occasional single-man missions (Breakout, Piercing the Shroud, Belly of the Beast ect), the campaign is all about conquering planets and defeating your enenies. Unlike in StarCraft II, you'll not be able to train any units on the battlefield. They're being trained and organized into groups prior to each battle. You can then assign your groups to different landing zones on the battlefield and fight the battle the way you want it.
What's more, you can upgrade your troops between each battle, and any units that are still alive at the end of the battle will be refunded (i.e. recycled). And of course, there will be a New Game+ mode which allows you to start the campaign once again but with all of your upgrades and minerals intact.
(All of the features above has been tested and work properly. See here for a little background on the system.)
As a little appeizer, here is a walkthrough of the first map of the campaign (including subtitle commentary by me!)
Here is a second video, showcasing various features from the campaign. The troop selection and mission selection as well as new game + and overall gameplay mechanics are shown here.
Team so far
TheAzureguy
Honorable Former Teammembers:
Victiln
o3210
DuckyTheDuck
Current status of the project
Since I won't create an official thread or team page before anytime soon, I'll post the development news here in this recruitment thread.
April 26th, 2012: Entering "When it's done" mode.
January 28th, 2012: The Skyrim/christmas holidays are over, work resumes once again.
November 8th, 2011: The annual "We're still alive and are still working on this project. Unless stated otherwise, this project is still active." message. (See this post for details)
September 14th, 2011: Added second video
August 9th, 2011: Second map is currently being finished by Victiln. Meanwhile, the modfile, banks and triggers are almost finished as well.
August 2nd, 2011: First map of the 3 maps for the demo is finished. The modfile for the campaign, along with the triggers and custom units, is currently in its completion process as well.
What is the current progress of the campaign?
The project is currently on hold until the add-on "Heart of the Swarm" is released. Until that happens, work on the story and overall concept will be done, so that once the add-on is out, the project can be kicked back into action.
How can I contact you?
Send me a PM and tell me what you've done so far / what you can do. After that I'll do a little test, and if you pass, we'll start to work for real.
I've made quite some progress in the past two weeks. Two maps are done and a third is on its way. I also worked on the triggers and modfile for the campaign, and if everything goes as planned, you can expect a demo at the end of this month.
Also, I've made a video walkthrough from the first map. I've embedded it on the first post.
Looks and sounds fun. But I was watching the first video, and it seemed a bit... slow. Like when he had to walk across the entire map (from top to bottom). People don't like that kind of stuff. I'm assuming its slow because its just the beginning but..yeah
Good luck though :D
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Looks and sounds fun. But I was watching the first video, and it seemed a bit... slow. Like when he had to walk across the entire map (from top to bottom). People don't like that kind of stuff. I'm assuming its slow because its just the beginning but..yeah
Good luck though :D
I know it's badly designed. I could use excuses such as "I teach players to explore the map that way" or "this was my first map I made", but it really is just an unfortunate map layout that's all.
But this is the only time you need to walk such a long way alone, I promise. If you can finish the first map, you can start with the real action.
Yeah, after watching the video I have to agree. Easy fix tho, just teleport the scv to the mineral depot after the conversation with the mercenary, teleport him back after getting the minerals, etc. People are fine with teleporting across the map as long as you have a dialog just before or after the teleport (think of it as switching to the next scene in a movie). Also, I think you should increase the movement speed of the scv in the mineral collection and show where the minerals are (so you know where to go and don't miss any).
Yeah, after watching the video I have to agree. Easy fix tho, just teleport the scv to the mineral depot after the conversation with the mercenary, teleport him back after getting the minerals, etc. People are fine with teleporting across the map as long as you have a dialog just before or after the teleport (think of it as switching to the next scene in a movie).
I'll think about it. My top priority right now is to finish the upgrade system for the campaign, but once this done I'll see what I can do.
Also, I think you should increase the movement speed of the scv in the mineral collection and show where the minerals are (so you know where to go and don't miss any).
This, on the other hand, is something I won't do. The SCV is slow for a purpose, if he had his normal speed in this section it would be too easy. In won't reveal the minerals as well. Like I said in the video commentary, you only need to collect all 10 mineral chests on Hard Mode, it's only 600 in Normal Mode and 400 in Easy Mode.
Umm.. what video commentary or subtitles?You have not said a single word in it. And other than in-game dialog there's no subtitles. I'm not hating tho, correct me if i'm wrong and I could very well be. :)
EDIT: Nevermind that, youtube turned subtitles down for some reason and I watched without captions.
Ah, I missed the subtitles as well. While I get that the slow SCV adds difficulty, it doesn't help with the slow feeling of the game. It's not necessary, but just as a general rule its good to increase difficulty in a way that doesn't slow down gameplay (like adding more guards, making the guards faster, or making more complex patrol pathing).
Greetings everyone! I just wanted to let you know that this project is still alive - and that we're still looking for help.
I made a in mid-august which is pretty much our proof-of-concept: Everything the campaign is about is shown here.
Also, I have bad news and good news.
The bad news is; there won't be a demo anytime soon. As it always is the case in life, something came in the way.
The good news is; I was able to rethink about a few things due to my forced break, and I realized that the prologue, albeit interesting for its story, just isn't as interesting to play. The intention was to slowly guide the player on how Terran Tactics works, but that doesn't justify questionable sections (SCV Sneaking).
I admit that the first map also was my very first map I finished, so things like the sneaking part were msotly done for experimentation. But as a game designer, I know that if something isn't 100% fun and bulletproof, it has to go.
Don't worry people, I might release the prologue separately, but for overall quality's sake, the team will focus on the main campaign from now on.
Hello folks! Here I am with yet another update.
The project is still alive, and even though we're still working on a few maps here and there, we're going to enter a hiatus phase soon. Don't sound so surprised, many game and mod projects take a break and the people are more energetic and creative than before. How do you think Valve and Blizzard made their excellent games?
The original idea was to finish the campaign until January or February next year, but we delayed it for several reasons:
1. We want to wait until Hearth of the Swarm comes out so we can incorporate the new units and environment types as well as any other new gameplay addition. While our current plan for all the missions is good, it can't hurt to refine it with something new. Since we've produced quite a bit of content so far, it shouldn't take long until we can finish the campaign, making this one of the earliest single-player campaigns to be released for Hearth of the Swarm.
2. The new modding tools announced a while ago sound like a dream coming true: We can finally make our own cutscenes! I have some experience with cutscenes so I can put this tool into good use. This also means that some in-game cutscenes can be replaced with some real cutscenes, which obviously changes some of the map linking. This is another reason for the delay.
3. Skyrim comes out soon and I(the project leader) have plans for making a mod for it as well. This will take away the rest of November obviously.
4. Chrismas and New Year - nobody is gonna work on anything during December anyway.
We will finish this campaign, and even though we don't give you as many updates as we should, rest assured that this thing will see the light of the day.
Lastly, we're still searching for some mappers. If you just discovered this thread and are interested in helping us, contact azureguy.
After what feels like a little eternity, I've finally come around to making an update to this project. To give you the short version right away: This project will be put on hold until the time is right. For details, see below.
Ever since I started this project last summer, I've been struggling with finding teammembers who're active on a regular basis. I found some nice and polite people who could make a map or two for me and allowed me to create my proof-of-concept videos. Unfortunately, each of them had little time to begin with and soon were not available for long-term work on the project. At least they were honest to me and said it's because of school and other real-life reasons – in earlier projects I organized or joined to, teammembers would vanish from the internet without a warning.
I hold no ill will against these people, in fact I still have contact to one of them. Even so, I simply can't on this project all on myself.
So I decided to put the project on hold until the add-on "Heart of the Swarm" is released. I wanted to take advantage of the included cutscene editor anyway, so a release after the add-on's release was inevitable. But as things stand now, I'll probably start recruiting people once it it's released and overall activity is increased.
I'll use the time to further improve the concept of the campaign. As a matter of fact, I already have some ideas that would've been impossible to implement if the campaign were in progress at this point.
If one of you has a burning desire to assist me in this per-production phase, don't hesitate to contact me. As for everybody else, thanks for listening! Once Heart of the Swarm is released, this project will come back, and this time with a proper team homepage instead of a recruitment thread that doubles as a project thread XD.
Greetings everyone, and welcome to the Terran Tactics Recruitment Thread.
What is Terran Tactics?
Terran Tactics is a campaign which focuses on the strategical possibilities the StarCraft II engine has to offer. Did you like the upgrade and research feature of the campaign, as well as the choice which missions to do in which order? This is what we'll do here as well, expect that there are even more choices and even more flexibility. Imagine a Kessen game, but in a StarCraft II way.
Aside from the occasional single-man missions (Breakout, Piercing the Shroud, Belly of the Beast ect), the campaign is all about conquering planets and defeating your enenies. Unlike in StarCraft II, you'll not be able to train any units on the battlefield. They're being trained and organized into groups prior to each battle. You can then assign your groups to different landing zones on the battlefield and fight the battle the way you want it.
What's more, you can upgrade your troops between each battle, and any units that are still alive at the end of the battle will be refunded (i.e. recycled). And of course, there will be a New Game+ mode which allows you to start the campaign once again but with all of your upgrades and minerals intact.
(All of the features above has been tested and work properly. See here for a little background on the system.)
As a little appeizer, here is a walkthrough of the first map of the campaign (including subtitle commentary by me!)
Here is a second video, showcasing various features from the campaign. The troop selection and mission selection as well as new game + and overall gameplay mechanics are shown here.
Team so far
Honorable Former Teammembers:
Current status of the project
Since I won't create an official thread or team page before anytime soon, I'll post the development news here in this recruitment thread.
What is the current progress of the campaign?
The project is currently on hold until the add-on "Heart of the Swarm" is released. Until that happens, work on the story and overall concept will be done, so that once the add-on is out, the project can be kicked back into action.
How can I contact you?
Send me a PM and tell me what you've done so far / what you can do. After that I'll do a little test, and if you pass, we'll start to work for real.
I've got some news for you!
I've made quite some progress in the past two weeks. Two maps are done and a third is on its way. I also worked on the triggers and modfile for the campaign, and if everything goes as planned, you can expect a demo at the end of this month.
Also, I've made a video walkthrough from the first map. I've embedded it on the first post.
Looks and sounds fun. But I was watching the first video, and it seemed a bit... slow. Like when he had to walk across the entire map (from top to bottom). People don't like that kind of stuff. I'm assuming its slow because its just the beginning but..yeah
Good luck though :D
I know it's badly designed. I could use excuses such as "I teach players to explore the map that way" or "this was my first map I made", but it really is just an unfortunate map layout that's all.
But this is the only time you need to walk such a long way alone, I promise. If you can finish the first map, you can start with the real action.
Yeah, after watching the video I have to agree. Easy fix tho, just teleport the scv to the mineral depot after the conversation with the mercenary, teleport him back after getting the minerals, etc. People are fine with teleporting across the map as long as you have a dialog just before or after the teleport (think of it as switching to the next scene in a movie). Also, I think you should increase the movement speed of the scv in the mineral collection and show where the minerals are (so you know where to go and don't miss any).
I'm a terrainer. If you're still looking for one, PM me if interested, I'll share some pics of my work.
I'll think about it. My top priority right now is to finish the upgrade system for the campaign, but once this done I'll see what I can do.
This, on the other hand, is something I won't do. The SCV is slow for a purpose, if he had his normal speed in this section it would be too easy. In won't reveal the minerals as well. Like I said in the video commentary, you only need to collect all 10 mineral chests on Hard Mode, it's only 600 in Normal Mode and 400 in Easy Mode.
@TheAzureguy: Go
Umm.. what video commentary or subtitles?You have not said a single word in it. And other than in-game dialog there's no subtitles. I'm not hating tho, correct me if i'm wrong and I could very well be. :)
EDIT: Nevermind that, youtube turned subtitles down for some reason and I watched without captions.
Ah, I missed the subtitles as well. While I get that the slow SCV adds difficulty, it doesn't help with the slow feeling of the game. It's not necessary, but just as a general rule its good to increase difficulty in a way that doesn't slow down gameplay (like adding more guards, making the guards faster, or making more complex patrol pathing).
Move the video to the time 3:49 and read what the mercenary says. It shouldn't be "shoot" it should be "shot."
Greetings everyone! I just wanted to let you know that this project is still alive - and that we're still looking for help.
I made a in mid-august which is pretty much our proof-of-concept: Everything the campaign is about is shown here.
Also, I have bad news and good news. The bad news is; there won't be a demo anytime soon. As it always is the case in life, something came in the way. The good news is; I was able to rethink about a few things due to my forced break, and I realized that the prologue, albeit interesting for its story, just isn't as interesting to play. The intention was to slowly guide the player on how Terran Tactics works, but that doesn't justify questionable sections (SCV Sneaking). I admit that the first map also was my very first map I finished, so things like the sneaking part were msotly done for experimentation. But as a game designer, I know that if something isn't 100% fun and bulletproof, it has to go.
Don't worry people, I might release the prologue separately, but for overall quality's sake, the team will focus on the main campaign from now on.
Hello folks! Here I am with yet another update. The project is still alive, and even though we're still working on a few maps here and there, we're going to enter a hiatus phase soon. Don't sound so surprised, many game and mod projects take a break and the people are more energetic and creative than before. How do you think Valve and Blizzard made their excellent games?
The original idea was to finish the campaign until January or February next year, but we delayed it for several reasons:
1. We want to wait until Hearth of the Swarm comes out so we can incorporate the new units and environment types as well as any other new gameplay addition. While our current plan for all the missions is good, it can't hurt to refine it with something new. Since we've produced quite a bit of content so far, it shouldn't take long until we can finish the campaign, making this one of the earliest single-player campaigns to be released for Hearth of the Swarm.
2. The new modding tools announced a while ago sound like a dream coming true: We can finally make our own cutscenes! I have some experience with cutscenes so I can put this tool into good use. This also means that some in-game cutscenes can be replaced with some real cutscenes, which obviously changes some of the map linking. This is another reason for the delay.
3. Skyrim comes out soon and I(the project leader) have plans for making a mod for it as well. This will take away the rest of November obviously.
4. Chrismas and New Year - nobody is gonna work on anything during December anyway.
We will finish this campaign, and even though we don't give you as many updates as we should, rest assured that this thing will see the light of the day.
Lastly, we're still searching for some mappers. If you just discovered this thread and are interested in helping us, contact azureguy.
:O I just discovered this and it looks interesting. Too bad that you say there won't be any work done on this in coming months.
Since the recruitment section sees a lot of activity as of late, I figured it can't hurt to give this thread another shot as well.
We're still looking for a mapper/terrainer. Previous work is not required, but preferred. If yor're interested, PM me. Details are in first post.
Greetings everyone!
After what feels like a little eternity, I've finally come around to making an update to this project. To give you the short version right away: This project will be put on hold until the time is right. For details, see below.
Ever since I started this project last summer, I've been struggling with finding teammembers who're active on a regular basis. I found some nice and polite people who could make a map or two for me and allowed me to create my proof-of-concept videos. Unfortunately, each of them had little time to begin with and soon were not available for long-term work on the project. At least they were honest to me and said it's because of school and other real-life reasons – in earlier projects I organized or joined to, teammembers would vanish from the internet without a warning. I hold no ill will against these people, in fact I still have contact to one of them. Even so, I simply can't on this project all on myself.
So I decided to put the project on hold until the add-on "Heart of the Swarm" is released. I wanted to take advantage of the included cutscene editor anyway, so a release after the add-on's release was inevitable. But as things stand now, I'll probably start recruiting people once it it's released and overall activity is increased.
I'll use the time to further improve the concept of the campaign. As a matter of fact, I already have some ideas that would've been impossible to implement if the campaign were in progress at this point.
If one of you has a burning desire to assist me in this per-production phase, don't hesitate to contact me. As for everybody else, thanks for listening! Once Heart of the Swarm is released, this project will come back, and this time with a proper team homepage instead of a recruitment thread that doubles as a project thread XD.