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Total
Annihilation
20 years later!
Chris Taylor
Born again Indie Developer
Disclaimer:
This talk is all about TA and RTS
With some terribly random stuff thrown in
Total Annihilation
Prehistory
Data Driven
How Hardball II influenced TA
Make it “n”
Why impose limits on… anything?
Mod Community
Played a key role in TA’s longevity
Management Mattered
Supporting Vision Holder
Simple Architecture
Weapon Code Example
“That’s a great idea!”
Nobody stopped us from doing it
Instagram Madness!
christaylorpottery
Or
christaylor_indydeveloper
And now some obvious
questions...
Question #1
Where did the RTS genre go?
Hiding in plain sight?
Question #2
Why didn’t RTS succeed on consoles
and tablets?
RTS Players are PC Gamers! They must be!
Question #3
Why was a sequel to TA never made?
Question #4
Will RTS ever return to its former glory?
Question #5
What next for the RTS genre?
No Dreams
JUST GOALS!
Q & A
What do you think?
Thank you!

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Chris Taylor, Independent Expert - Total Annihilation – 20 years later

Editor's Notes

  1. EA Canada, Dune 2, Waiting for C&C, USA, Ron Gilbert, Frozen Yak vs. Cavedog
  2. EA Canada, Dune 2, Waiting for C&C, USA, Ron Gilbert, Frozen Yak vs. Cavedog
  3. Pseudo 3D Terrain and Data Driven architecture, simple scripting system.
  4. Pseudo 3D Terrain and Data Driven architecture, simple scripting system.
  5. Who knew how this community could keep the game alive for 20 years!
  6. Ron Gilbert was a key to the success, trusting a vision
  7. One code path, easier to debug and maintain, allowed for surprising experimentation
  8. Shooting projectiles across the map, unit construction queuing, nukes, mini map advancements, real physics, shift click
  9. One code path, easier to debug and maintain, allowed for surprising experimentation
  10. Shooting projectiles across the map, unit construction queuing, nukes, mini map advancements, real physics, shift click
  11. Which are awesome, but it wasn’t the advancement of RTS per se