Brad Wardell's Blog


Founders program will end in the near future

Published on Friday, August 21, 2015 By Brad Wardell In Escalation Dev Journals

Ashes-Desert3Hi everyone!

Are you a serious RTS player?

Have a high end PC?

Want to shape a next-generation RTS?

Then join us on Ashes of the Singularity’s founder’s program where you’ll not only get access to private builds, private forums but also additional keys to give to friends in the future.

The Founder’s program is going to be ending fairly soon. We have a finite number of keys available and we’re starting to run out.

To join us, go here: https://www.ashesofthesingularity.com/store

Ashes: Extreme Zoom II

Published on Tuesday, August 18, 2015 By Brad Wardell In Escalation Dev Journals

 

Pre-beta zoom in

Individual unit zoomed in.

 

Pre-beta zoom out

Zoom out.  You can’t easily see it but it’s just to the SW of the Seed (the huge building in the center)

The units of Ashes aren’t instances of each other.  What we mean by that is that every single unit in Ashes is a unique object. We could (if we had the art budget) ensure that every single one of the thousands of different units had slight variations. We don’t mean cosmetics only but we could let a particular unit have a particular weapon or change in their model.  This will have significant benefits in the future.

BTW, the zoom out you see here is the user zoom level.  We may allow further zoom out but at that point it’ll become an abstracted view. 

The next founder’s build is this week!

Ashes: Tentative Schedule

Published on Monday, August 17, 2015 By Brad Wardell In Ashes of the Singularity

Greetings!

Below is not set in stone but designed to give you an idea of what we intend to do.  As some of you have noticed, we're not exactly "rushing". Like many of you, we want to take the time to create a truly massive RTS that is in the spirit of ground breaking games of the past (Total Annihilation for instance).

1Q2015: Mantle / DirectX 12 prototype build. Demonstrate what we can do (read, thousands of units across a world) if we're unleashed. (complete)

2Q2015: Founder's Program Phase I. Experienced RTS players with high end hardware under NDA invited to join. (complete)

3Q2015: Founder's Program Phase II. Benchmark build made available to public, basic single player AI is now in (good enough to provide a reasonable challenge already). Map editor tools provided. Official DirectX 12 build (the map editor won't work on DX 12 yet though).  Founders will get coupons for additional keys to share with their friends to help us build up the community.

4Q2015: Early Access.  At this stage, the game should be pretty far along gameplay wise other than being only 1 faction and art assets still being rough.

After that, it's TBD.

Star Control: Tentative Schedule

Published on Monday, August 17, 2015 By Brad Wardell In Star Control

This is by no means set in stone.

2014: Story and Design

3Q2015: Internal Prototype completed.  Multiplayer battles, investigating planets. (completed)

4Q2015: Founders Program.  Fans of the original will be able to apply to become a founder.  They will gain access to the vault and private forums where we can discuss what we're doing more openly. NDA required.

1Q2016:  Founders begin to provide design feedback.

2Q2016:  Founders get the tools we have.  The objective will be to help get the modding community going.

3Q2016:  Founders finalize with us the canon and get ready for Super Melee.

4Q2016:  Founders Program Phase II begins. 

1Q2017:  Super Melee Prototype with select Founders.

2Q2017: Planetary Exploration implemented

3Q2017: Custom Ship design implemented

4Q2017: Super Melee BETA! / Stellar Crafter built.

1Q2018: World Crafter built / Adventure Mode built

2Q2018:  Chapter 1 BETA

3Q2018: RELEASE!

 

After that it is all TBD.

The DirectX 12 benchmark thread.

Published on Monday, August 17, 2015 By Brad Wardell In Ashes of the Singularity

There's been a lot of great articles taking a first look at DirectX 12 performance via the Ashes built in benchmark.

Here are a few:

IGN: http://www.ign.com/articles/2015/08/17/first-look-at-directx-12-benchmark-results?utm_source=IGN&utm_medium=twitter&utm_campaign=Feed%3A+ign%2Farticles+%28IGN+All+Articles%29

PC World: http://www.pcworld.com/article/2971612/software-games/windows-10s-radical-directx-12-graphics-tech-tested-more-cpu-cores-more-performance.html

Eurogamer: http://www.eurogamer.net/articles/digitalfoundry-2015-ashes-of-the-singularity-dx12-benchmark-tested

WCCFTech: http://wccftech.com/ashes-singularity-alpha-dx12-benchmark/ 

Regardless of the video card, DirectX 12 trumps DirectX 11.  The long story short of this is that DirectX 11 serializes commands from a game on the way to the GPU.  DirectX 12 does not.  This means that games that fully utilize multiple cores to talk to the GPU (like Ashes) will see pretty significant gains.

Nvidia mistakenly stated that there is a bug in the Ashes code regarding MSAA.  By Sunday, we had verified that the issue is in their DirectX 12 driver. Unfortunately, this was not before they had told the media that Ashes has a buggy MSAA mode.  More on that issue here.   On top of that, the effect on their numbers is fairly inconsequential.  As the HW vendor's DirectX 12 drivers mature, you will see DirectX 12 performance pull out ahead even further.

As some may recall, it took a long time for DirectX 10 to pull ahead of DirectX 9 in terms of performance. By contrast, DirectX 12 starts substantially ahead of DirectX 11. It's a huge win for PC gamers.  And the next-gen cards from AMD and Nvidia will make that gulf even larger.

If the DirectX 11 vs. DirectX 12 results also seem to make clear: The quality of your drive makes a huge difference.  You really can see this in DirectX 11 results.

Feel free to add links to other benchmark posts.

Founder's Pre-Beta: August 20

Published on Friday, August 14, 2015 By Brad Wardell In Escalation Dev Journals

Like RTSs? Want to be part of the creation of the world’s first 64-bit RTS? The first DirectX 12 game? The biggest scale RTS ever? You can join the Ashes of the Singularity Founder’s Program right now.

On August 20 the first pre-beta build of the game will be coming which will have:

  1. Skirmish vs. AI
  2. Multiplayer
  3. Support for large and huge maps
  4. Map editor
  5. The first DirectX 12 benchmark program
  6. Founder’s badge
  7. Access to the Founder’s forum
  8. Additional perks

How do you get it? Go here: https://www.ashesofthesingularity.com/store

What are we trying to accomplish?

  • You are fighting a WAR. Not a battle.
  • Battles on multiple fronts.
  • Your APM is irrelevant. It’s about your strategy – controlling strategic positions. Cutting off supply lines. Units don’t die very fast.
  • Strong RTS AI for single player
  • Unparalleled scale.  Massive maps with thousands of units.
  • Easy to mod, easy for people to create and share maps
  • Random map choices.
  • Lots of configurability

Who should NOT join?

The founder’s program isn’t for everyone:

  • Founder’s builds are very rough. Not for the casual player.
  • Game play, art and design are still very early.
  • There is an NDA still. No streaming or public screenshots yet please wo permission.
  • We are looking for experienced RTS players. We want to make sure that our UI and game mechanics rewards good strategy.
  • The hardware requirements for the founder’s program is very high. Video card needs at least 1GB of memory.
  • We are looking to build a core community for the game as the team is looking to enhance this game for a long time (like what we’re doing with GalCiv III!).

Who are we?

  • The team is made up of veterans from Civilization IV, Civilization V, Sins of a Solar Empire, Galactic Civilizations and lots of other RTS and 4X games.

 

Screenshots:

image Early base

 

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in-game map editor

 

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Example map

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Zoomed out. You’re fighting a war. Not a battle.

 

How do you get it? Go here: https://www.ashesofthesingularity.com/store

The GalCiv III v1.3 Preview Thread

Published on Tuesday, August 11, 2015 By Brad Wardell In Galactic Civilizations III

Greetings!

v1.2 is now out the door! Cool random events can now be created by modders and we include a few by default.  Also, if you haven't already picked it up, grab the Mega Events DLC which adds a lot of new art assets to have even more mega events (and we plan to actually be updating these DLCs over time with more stuff as we think of them too). 

DLC link: http://store.steampowered.com/app/389930%20

So...

What is 1.3 about? One thing: UI.

It's not sexy but it's time to talk about the late game micromanagement issue in this game.  It needs to be fixed and it can't wait for some future expansion. It needs to be fixed NOW.   We have a lot of things we want to do that require players to be able to manage effectively (and have it be fun) very very large empires.

1.3 is due out in 30 days so let's get to work.

Name the top 5 things you would like to see done to address micro management. Be as specific as possible.

Ashes: Setup options

Published on Saturday, August 8, 2015 By Brad Wardell In Escalation Dev Journals

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Ashes of the Singularity is big.  I mean, really really big. 

You’re not fighting a battle. You’re fighting a war.  This is providing ample challenges from a design perspective.

Today we’d like to talk about the game setup options you guys might like. 

The Tools we have to play with

We have a lot of different resources in the game not all of which may survive to final release but give us an opportunity to try out different systems to see what we like and what we don’t like.  Below are the current ones:

  • Metal. You need metal to build structures and units. Metal comes from metal deposits spread across the world that is harvested via Metal Extractors.
  • Radioactives.  You need radioactives to provide local power to more advanced units and buildings. Like metal, they are spread across the world but are somewhat rarer.
  • Turinium.  The overall objective of the game is to conquer a given planet. You do this by building up a critical mass of Turinium which is done by capturing Turinum generators on the map and holding them.
  • Power.  Your buildings need power and buildings within a region need power. This is accomplished by capturing power generators. Power generators are what determine who controls a given region and you must have a direct line of power from a region to your base in order to get it.  You can, in essence, flank your enemy by capturing a region between a series of regions they control and their base.
  • Logistics. Logistics are built as logistics arrays in your base. They now provide a ton of logistics but are very expensive (so you only rarely have to build them). They determine how many units you can build.
  • Noble Gasses. (future). This resource is being contemplated to allow players to use global abilities (where the player has a set of abilities they can use on a given battle somewhere on the map).

We’ll talk a lot more in the future about the role of these different resources.  But for now, we want to focus on setup.

Total Annihilation revisited

Some of you may recall that in Total Annihilation players had a lot of control over how one set up a game to customize their experience.  We would like to do this here as well.  What you guys ultimately pick as your favorites will influence what we set as defaults.  Let’s look at setup options we’re contemplating:

  1. Fast Buildup.  This option would start you off with your home region with extractors already in place, a factory and a logistics array. 
  2. Pre-Built Extractors.  This option would start with all the regions having their extractors pre-built. Capturing the region would automatically turn over those resources to you rather than you having to build the extractors with your engineering first. Extractors couldn’t be destroyed.
  3. Power is Logistics.  This option would make it so that you received logistics from power generators on the map and power would no longer be a resource.

 

Share your thoughts in the comments section.

Ashes: August 2015 FAQ

Published on Tuesday, August 4, 2015 By Brad Wardell In Escalation Dev Journals

Greetings!

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We’re rapidly coming up on the new Founder’s build. Lots and lots of changes coming in.

Here are topics that have been brought up on the forum.

Q: What are you calling the core resource everyone is fighting over?

A: Turinium.  We were calling it computronium internally (it’s a real thing) but we didn’t like the sound of it.  Turinium sounds better and it’s a good nod to Alan Turing.

 

Q: Will seeds be upgradeable?

A: Yes. But not in beta 1.  Originally, the Seed upgrades were how you unlocked T2 and T3 units but we felt that slowed down the game. We’re going to find another thing to do with them.

 

Q: I want to be able to defend my regions with outpostgs or something.

A: Ashes has a host of defensive structures ranging from rockets, heavy plasma cannons, drone bays and more.  If a region is crucial you can absolutely lock it down.

 

Q:  What is the game mechanic of the logistics array?

A: The ultimate limiter in the game presently is power.  Each world you fight for has already had expeditionary drones sent out to it that have placed a series of core taps which are at the heart of a region.  Buildings use power.

So what does this have to do with logistics? Because the logistics array provides units but also consumes quite a bit of power.  This matters because the player ultimately has to decide between buildings and units.  This avoids infinite turtling.

Now, in the founders, you only have tiny and small maps. So it may seem like having such limits are unnecessary.  But the next build will introduce medium, large and huge maps that are, well, enormous.  Thus, we want some method to prevent infinite turtling because at those sizes, if there isn’t something to limit it, games could be decided by the person who has the most time on their hands.  The Turinium generators help prevent that most of the time but the power generators are the ultimate leash on scope.

Another benefit of power is that it allows us to have a lot of interesting map design options.  We could have maps with tons of power generators and some with hardly any. 

 

 

Q: What sorts of things are you looking to add to the economic system?

A: We debate this constantly.  Here are a few key points about the economic system as-is:

  1. Core Resources (Metal and Radioactives)  never run out
  2. Core resources are consumed as you need them (you don’t pay up front)
  3. Power provides a cap on structures. You get more power by capturing regions.

In addition, we are looking at two more resources:

  • Noble Gases. These unlock global special abilities (orbital strike, targeted repair, sector scan, etc.) Will talk more about this in a bit.
  • Technology.  Your research matrices will generate tech points which you can spend to acquire tech from the tech tree.

Both of these were in our pre-production design but we were concerned that this might be a turn off to “mainstream” RTS players.  As time has gone on, we have been gravitating towards having the economy more sophisticated and this line of thinking continues even now.

 

Q: What are global abilities?

A: Now that the AI is in and we’re playing on the really big maps it has had a significant impact on the way we look at the game.  We are starting to ease away from having a lot of active unit abilities to ones that essentially targeted player interventions on the map.

When you’re managing a global war where you have several big battles going on simultaneously that may last a few minutes each, giving the player the ability to act on a particular battle from the global UI seems more fun than having to click on a unit and and select a special ability.  This doesn’t mean that units won’t have special abilities but we may design them so that the player can set them to autocast ala Sins of a Solar Empire.

 

Q: How far along do you consider the current UI?

A: It’s still very much a work in progress, especially visually. 

 

Q: How are the Meta units going to work?

A: In the Founder’s build, a T1 can only answer to a T2 which in turn can only answer to a T3.  We found this to be too micro-intensive to set up.  We have thus been migrating to a system where you select a bunch of units, hit the Form Battle Group button [Z] and it will turn them into a single unit that acts together. You don’t have to worry about having the composition exactly right for it to work.

 

Q:  Will you let us build stuff even when the amount of a resource is fully depleted?

A: We are still debating this.  It’s a really tough call because we are trying to keep people from wrecking themselves by over spending.  I think what will happen is that once the UI catches up to make it easy to tell what is sucking up your stuff and turning it off we’ll have more options.

 

Q: Where do things stand on “strategic zoom”?

A:  We are still discussing what kind of abstract view of the battlefield we want to do.  We can’t iconize units ala Supreme Commander because of the numbers of units.  We are playing around with a lot of different ideas.  What I can say is that we do plan to have some sort of worldwide view of the game if you zoom out.  Someone mentioned World War II in space which is something we are indeed looking at.

 

Q: Will there be a campaign?

A: Yes. 

 

 

Q: What about morale?

A: There is no morale.  Every unit in the game is you.  They are your constructs that act as extensions of you. 

 

Q: Do you see this as an e-sport?

A: No.  I think it’ll be pretty popular multiplayer but single player is a big focus for us as well as friends vs. AI.  We will have a league and seasons and all that ala Starcraft but when push comes to shove, smart AI and maps that lend themselves to strategic depth are where we’re putting our resources.  

 

Q: What is on Stardock’s wish list for this game?

A: I’d like to see random maps and I’d like to see (especially for single player) additional resources ala Civilization that if owned allow the player to unlock additional technologies.  But whether the player base will want that remains to be seen.

 

Q: How good will the AI be for early access?

A: In our current internal build, no one can beat it on hard or come close to it let alone expert or insane.

 

What else would you like to know?

Revisiting Supreme Commander

Published on Monday, August 3, 2015 By Brad Wardell In Escalation Dev Journals

Of the games made in the past decade, Supreme Commander is probably the most similar to what we’re doing with Ashes of the Singularity.  Its creator, Chris Taylor and I have been friends for years (I picked up his backyard chicken hobby and he picked up my beekeeping hobby).   Chris also made my favorite game of all time, Total Annihilation.

A few years ago, Stardock worked with Gas Powered Games to make Demigod. Demigod started out as Supreme Commander: Forged Alliance and evolved into the final game. If you haven’t played Demigod, I recommend it. It is excellent.  Demigod never took off like we hoped.  Timing wasn’t on its side.  It was the first stand-alone commercial MOBA.  It was also the last non-free to play MOBA (it was $39.99 when released) and League of Legends quickly overtook it.

Setting up Supreme Commander

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Game setup

When the player sets up a game of Supreme Commander, you get to pick amongst various types of AIs.   AI is something we’re very passionate about here.  As I type this from Stardock East, we have the AI developers of Civilization III, IV, V and GalCiv I/II here.    From a replayability stand point. giving players lots setup options makes the single player part of the game more compelling.

Elegant main game UI

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Like a 4X, Supreme Commander gives you and readout of how the other players are doing

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Very clear, pretty paths.

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Strategic Zoom

 

There are a lot of very good features in the Supreme Commander UI that I think should be standard in RTSs:

  1. It displays a power rating for each player.  We do this in our other games as well but RTS almost never do this.  The reason this is important is because a lot of interesting game options can be created around it.  In Ashes of the Singularity, we will have maps available that are bigger than anything that’s been made before (thanks 64bit).    We want to avoid scenarios where the player has t o spend an hour mopping up if they don’t want to.
  2. Intuitive clear paths for the player to take along with an ETA on how long it will take to get there.
  3. Some method of gaining situational awareness of the entire war (in SupCom that was done through strategic zoom)

Please post in the comments section the UI elements of Supreme Commander you think are key.

 

Gameplay

Gameplay is unique to each game.  Supreme Commander, like Total Annihilation, has a lot of gameplay elements we really love which include:

  • Infinite resources (your resources never run out)
  • Wrecks (destroyed units stick around and can be recovered for some of their resources)
  • Lots of units
  • Construction units can aid in the construction of other things
  • You pay for things as you are building them

This is just scratching the surface but these 5 things help define what is essentially a sub-genre of RTSs.

 

Strategic Zoom

There’s been a lot of debate on the forums on strategic zoom.  This is because we are trying to avoid the kind of strategic zoom in Supreme Commander. Specifically, we don’t want to zoom out to a sea of icons where players end up playing most of the game from there. 

Why the resistance?

Because in the long-term we expect (as the hardware gets better) to have maps far beyond even where ships in 1.0.  We want to use 1.0 as the time to come up with another way to zoom out and get an abstracted view of the battle field.  Turning individual units into icons won’t work because we’ll be dealing with thousands, possibly tens of thousands of units. 

We will have a zoom out mode (or secondary monitor support) for a war room where the entire war can be abstracted.  But

 

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Supreme Commander: Forged Alliance

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Ashes of the Singularity: Pre-Beta

 

How to make it a war, not a battle?

One of our biggest struggles is that we don’t want the game to be purely about  cranking out tons of units and throwing them at each other.  Unit composition, resource access, positioning should all be crucial factors.

What do you think?

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