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Author Topic: An RTS with time travel as an ingame mechanic.  (Read 2584 times)

shadow_archmagi

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invention is every dwarf's middle name
that means that somewhere out there theres a dwarf named Urist Invention Mcinvention.

JoshuaFH

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Re: An RTS with time travel as an ingame mechanic.
« Reply #1 on: April 16, 2009, 05:54:08 am »

I watched the first video, and was thoroughly confused.
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Yanlin

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Re: An RTS with time travel as an ingame mechanic.
« Reply #2 on: April 16, 2009, 07:14:35 am »

I can't wait to see what happens when it breaks. Buffer overflows from paradoxes...
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qwertyuiopas

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Re: An RTS with time travel as an ingame mechanic.
« Reply #3 on: April 16, 2009, 07:17:07 am »

I doubt they would let it overflow.
Maybe give a "would have overflow" error, but they probably have it limit the actual information.
Or, they could use a format that doesn't have a size limit.
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andrea

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Re: An RTS with time travel as an ingame mechanic.
« Reply #4 on: April 16, 2009, 07:38:32 am »

already heard about that, already watched the video, already confused.

also, in the future i can see lots of headaches.

Tormy

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Re: An RTS with time travel as an ingame mechanic.
« Reply #5 on: April 16, 2009, 08:16:30 am »

Hm...pretty interesting concept. However, I am really worried about the (gameplay) balance.  :-X
Either way, thanks for the link, OP. This game might have a huge potential, we shall see.  :)
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Puck

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Re: An RTS with time travel as an ingame mechanic.
« Reply #6 on: April 16, 2009, 09:00:38 am »

There's a longish thread in "other games" about achron

http://www.bay12games.com/forum/index.php?topic=33175.0

pokute

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Re: An RTS with time travel as an ingame mechanic.
« Reply #7 on: April 16, 2009, 10:56:29 am »

PIME TARADOX!!!

Now all we need is a game based on dividing by zero.
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Jude

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Re: An RTS with time travel as an ingame mechanic.
« Reply #8 on: April 16, 2009, 11:35:37 am »

I don't think I'd be able to play that
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Akroma

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Re: An RTS with time travel as an ingame mechanic.
« Reply #9 on: April 16, 2009, 03:48:53 pm »

reminds me of that one MtG card

I forgot what it was called but it said something like


Take an additional turn 2 turns before this turn

If this causes [card name] to never have been played, you [some effect. I think it was "You lose the game"]
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viskaslietuvai

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Re: An RTS with time travel as an ingame mechanic.
« Reply #10 on: April 16, 2009, 05:19:03 pm »

Finally! A game made for the insane.
If you're not insane, congratulations! This game will make you insane.

I can see very few people having the innate ability to think about an RTS in this fashion. Learning to play this game seems downright hazardous. The developers probably don't believe in bilateral symmetry so they walk around with half a mustache and mismatching socks.
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qwertyuiopas

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Re: An RTS with time travel as an ingame mechanic.
« Reply #11 on: April 16, 2009, 05:29:15 pm »

Actually, once you have seen the videos, it looks easy to understand, although it would be a bit harder at first than starcraft.
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pokute

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Re: An RTS with time travel as an ingame mechanic.
« Reply #12 on: April 16, 2009, 06:19:22 pm »

kekekekeke zer...
kekekeke
kekekekekeke z...
kekekekek
KEKEKEKEKEKE ZERG RUSH!!!

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qwertyuiopas

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Re: An RTS with time travel as an ingame mechanic.
« Reply #13 on: April 16, 2009, 06:31:30 pm »

But wouldn't a zerg rush be ineffective if the defending player can just send firebats and siege tanks back in time to counter it?

Edit:
And then micromanage the tanks to shoot the long range units for optimal carnage with the least loss?
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Jude

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Re: An RTS with time travel as an ingame mechanic.
« Reply #14 on: April 16, 2009, 07:47:02 pm »

It seems like you can only go about a minute or two back in time. That would make it a lot less confusing...although not to the point where I think I'd play it.
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Quote from: Raphite1
I once started with a dwarf that was "belarded by great hanging sacks of fat."

Oh Jesus
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