Brad Wardell's Blog


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?

Ashes of the Singularity: July update

Published on Tuesday, July 28, 2015 By Brad Wardell In Escalation Dev Journals

Recap

Ashes of the Singularity is a real-time strategy game we’re developing with an expected release date of 2016.  It goes into early access later this Summer.  It can best be described as Sins of a Solar Empire on a planet (or Total Annihilation meets Company of Heroes).  Your empire has thousands of individual units spread across a world in which you’re battling other players (single player or multiplayer) for control of its resources.  No game, RTS or otherwise, has ever had scope like this in terms of sheer numbers of units.  For that reason, a new type of specialized 3D engine had to be developed called Nitrous just for this purpose.

AshesWall

Ashes wallpaper for you.

More stuff: www.ashesgames.com

 

Windows 10 support

With Windows 10 looming we are in the process of sending out Ashes code to game sites who want to benchmark DirectX 12 with the only native DirectX 12 PC game: Ashes of the Singularity.

IF you are in the media you are welcome to contact [email protected] to get a copy of the game.  The DirectX 12 benchmark will be going out this week we expect.

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The Ashes benchmark on my puny Windows 8 box.

Ashes will give you a real preview of DirectX 11 vs. DirectX 12 in terms of real world performance.  What matters in particular is that Ashes is being optimized for both DirectX 11 and 12.  We need it to run extremely well on DirectX 11.  You can also compare it to Mantle which will give you a preview of how it will run on Vulkan in the future.

DirectX 12 Benchmark Release Schedule: [UPDATE]

  • Officially released to the media: August 13
  • Released to the Founders: August 20

 

Ashes Lore Evolution

We’ve been working on the Ashes lore for the past several years.    I first started thinking about it in 2000 after having read The Age of Spiritual Machines.  Around that time I met with GT Interactive to license the Total Annihilation engine.  That didn’t happen and we moved on to other things.  The basic concept of the game, which back then was called “Mobilization” was about Post-Humans vs. Sentient AI. 

That is, in essence, the background for Ashes.   Humans who have transcended the limits of biology versus sentient AI.  It is not a rise of the machines scenario.  It is more of a divergence in what the fate of the galaxy should be. 

Naming conventions

From a lore point of view, balancing science (which has a lot of dorky names) with good entertaining sci-fi has been more challenging that we thought.  For example, what do we call the Sentient AI? We want players to want to play as them. Giving these things good names matters. Same for the resources involved. There is a theoretical material called “Computronium” For those of you not interested in reading up on the limits of mixing n-type and p-type materials together, it boils down to the end point material in which we cannot possibly increase computing density.  We’re at 14nm right now with Skylake. There’s a limit to how tiny we can get. That theoretical limit is called computronium. aka, really dorky name.

Post-Humans

This will be a bit hard for some people to understand but in this future, there are no nations. Every Post-Human, individually, is an empire. They have entire worlds at their disposals. They may form coalitions (in the same sense nations do) But every human in this future has more power in their hands than entire nations today do.

This shouldn’t come as a huge surprise if you think about it.  You already command thousands of robots today even though they’re all in software. You have many “horses” worth of power available to you right now.  The typical westerner lives better than the most powerful Kings and Queens of just a few centuries ago.  It’s not a stretch to imagine

But what should they be called?  In Sins of a Solar Empire, there is a coalition of humans called TEC (Trade Emergency Coalition) which is a set of corporations that have gotten together to help each other.  Post-Humans is basically a race.  They’re not on the same side.  In fact, there aren’t even coalitions yet.

Turinium

We are leaning towards calling computronium Turinium after Alan Turing. 

Turinium is what people are trying to convert planets into through nans.  In 2178, people aren’t living in the physical world anymore. Why bother? The physical world is interacted with through your constructs.  You could, if you really wanted I suppose, create a 2015 era biological human construct to go around and walk around and experience the physical world. It would suck.  2015 era humans couldn’t even see into the UV spectrum and couldn’t even fly.  So no one in 2178 would seriously consider doing that for very long.  Everyone lives within the Metaverse instead and each person’s capability is based on how much Turinium they control.

The Sentient AI

The first sentient AI shows up around 2030 and is known as Haalee.  By 2178, she and her descendants have evolved into their own race. Since they never were “real” humans, their views have become increasingly alien to the post-humans.  They are a lot less sentimental.  On the other hand, they have a larger view of things than the Post-Humans tend to do since they are much more cooperative with one another.

That said, we currently refer to them as “The Substrate” because the spaces they occupy in the physical world tend to get covered with a non-organic material they use.

What’s next:

  1. Windows 10 reviewers will start getting Ashes keys this upcoming week to test DirectX 12 performance.
  2. Gamers can join the Founders program to get access to the same benchmark (and the game)
  3. Users who have purchased the Founders Lifetime edition will be receiving a second Steam key to give to a friend so that we can get multiplayer testing going.
  4. Moving from Alpha to very early Beta begins mid August.

To join the Ashes of the Singularity Founder’s program and get instant access to our alpha, visit www.ashesgame.com

New Screenshots

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Barren planet will be coming out soon

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Early map of Drengi

Ashes of the Singularity: Map Talk

Published on Monday, July 27, 2015 By Brad Wardell In Escalation Dev Journals

The founders have given us a ton of great feedback which we’ve been using to balance and add new maps.  So far, we’ve only had relatively small maps in.  The next update (which we expect to be next week) will start to add large and huge maps to see how well those work on your machines.

Below are the maps we’ve got. Click on the thumbnail to see them better.

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(too big to zoom out on)

So these are some of the maps we’re going with.  The maps for Ashes are designed to range from small (like a city) to huge (size of a state). 

Early on, we’re just manually making these maps (they’re procedurally generated via our in-game editor).  This way, we can nail down balance and find out what kinds of maps people like.  Once we have a better idea of what is “fun” with these maps we then move into having more maps be created via algorithm so that you can have potentially random maps.

Do you have a favorite map from an RTS? Put it up in the comments section and tell us what made it fun for you.

Sorcerer King: Post-Release road map

Published on Sunday, July 19, 2015 By Brad Wardell In Sorcerer King Dev Journals

Greetings!

Sorcerer King has been released and it is good.  So now what?

We have an extensive road-map in place for it for the next couple of years.  Let’s take a look at 3 basic areas:

#1 Sorcerer King free updates

#2 Sorcerer King DLC

#3 Sorcerer King expansion pack

The free updates

There’s a lot of things we can do for the updates.  We would like to hear from you.  In the comments below, please feel free to list a few bullet items you’d like to see in free updates.

Sorcerer King 1.1 is due out next month with UI, AI, and more balance tweaks in it.

We would like to also implement an additional victory condition but we would like to hear from you guys what that victory condition should be.

The DLC

What would you like in DLC?  We’re thinking $3.99 for DLC.  So what would you like to see? Maps? Magic? Items? Quests?

The expansion

The expansion for Sorcerer King will deal with the rivals.  You’ll be able to play as some of them (instead of just the Kingdom).  Moreover, the rivals will play as full 4X civilizations each with their own plans, alliances, etc.  There will be a LOT more types of resources (like 3X as many) which will feed into crafting, trading.

Need your saved games

Published on Saturday, July 18, 2015 By Brad Wardell In Galactic Civilizations III

Working on the AI this weekend to help the GalCiv team with v1.2.  

But nothing helps faster than having saved games where the AI is already doing something "stupid".  Please post saved games here ASAP.

 

Thanks!

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