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Guardians of Atlas

Forum Index > General Games
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Development ended, game appears to be dead.
https://forums.artillery.com/discussion/911/end-of-development
-Jinro
Incognoto
Profile Blog Joined May 2010
France10239 Posts
Last Edited: 2016-09-20 07:30:23
September 20 2013 09:34 GMT
#1
MOD Edit 2016-09-20:
Development has stopped as of a few days ago, game appears to be dead.
https://forums.artillery.com/discussion/911/end-of-development
- Jinro


[image loading]


https://artillery.com/



So what is Artillery? It's a new game studio which seems to revolve around using a web-browser as a gaming console. I'm a bit bamboozled at the mere concept, yet it looks like they've managed to get something actually working. By the looks of it, in the browser itself there's an actual, working game engine (0:40 in the video).

Video concept:






Now, the part that really gets me going is that they're apparently working on a new RTS and Day9 is on board as well.

Two weeks ago we announced our partnership with Day9TV. This week we are pleased to announce what we have been working on together: a real-time multiplayer game. It’s code-named Project Atlas, and it’s powered by the Artillery platform. Project Atlas borrows elements from the great RTS games that we love while also rethinking the boundaries of the genre. We want our RTS to be much more inviting to new players while still being a battleground for the hardcore community.


Source


They also blog about things, worth reading: http://blog.artillery.com/


A few quotes from the Day9 himself:
+ Show Spoiler +

The choice of in-browser is about accessibility. Suppose you buy a new PC, turn it on, and want to play your favorite game. No doubt you'll have to download a bunch of stuff or, even if it is installed, you might have to patch for 20 minutes.

WIth Project Atlas running in browser, you can simply load up, go to the website, and 30s later you're ready to play. Pretty slick eh?


I have some "dodgy" answers for you!

Most specifics will not be shared, as they are ever changing.

1) I completely agree with your implication: resourcing and tech are two fundamental systems to RTS games, and two that are severely underexplored. These two (along with unit movement/pathing) are the almost exclusive focus of the design process right now. We want to nail these perfectly before trying to add on bells and whistles.

Resourcing - We're testing so much crazy shit lol. But, our fundamental goals are the most important: the players should be actively encouraged to expand and try to gather more resources. Not "implicitly" encouraged by an abstract concept like "I strategically think I can best my opponent by acquiring more resources at this particular time." We also want resourcing to be about making a decision (ie i'm going to take a new base now) instead of management (I have to remember to build another worker). Though I personally like heading home to build probes frequently in SC2, we're exploring the "decision" route .

Tech - we have a pretty clear idea of what we want to do here. But, I shall so totally not tell you right now <3.



Q: RTS games have quite a ways to go before they are as accessible as an FPS or a MOBA game.

If you could find some way to make losing at an RTS less painful, I think that would go a long way to taking the entire genre forward.

A: I cannot emphasize enough how much that statement resonates with me: how do you make losing in an RTS less painful? I think about this all the time and how to make Project Atlas pretty fun to lose in :D


I will be neither of those. For Project Atlas, I'll be the lead designer on it! Certainly balance will be a part of that, but I doubt my full role will ever be a multiplayer balance designer.


Traditional RTS. Not something like a relaxing, low engagement, log-on-once-a-day RTS game that's popular on facebook.


Stuff:
Reddit Link
http://www.dailydot.com/esports/project-atlas-artillery-games-day-nine-esports-ankur-pansari/


If you feel something is missing from the OP, PM and I'll add it.
maru lover forever
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
Last Edited: 2013-09-20 10:07:39
September 20 2013 09:52 GMT
#2
OP you might want to put some Day[9] quotes from the reddit thread:
http://www.reddit.com/r/Games/comments/1mpups/project_atlas_a_hardcore_rts_designed_by_day9/
+ Show Spoiler +


It's being designed for PC gamers. Certainly you can open it on a phone, and mobile's definitely on the road map, but we want to make the true PC game experience with mouse + keyboard input!



Thanks so much for the kind responses <3.
1) We're wanting to make the most fun ass, easy to pick up multiplayer experience ever (inspired much by Magic the Gathering and TF2). If it becomes an eSport, great! If not, we won't force it. We trust the communities desires in these regards . If there IS interest for it to be an eSport, bet your butt I'm ready to go allin.

2) It would be less "games within a game" and more of a "platform that anyone can make a game with & Atlas is one of those games." Project Atlas will be the first of many titles Artillery will make .

3) IM SO FUCKING EXCITED OMFFG!!!! So thrilled that you feel dat excitement too! :D


The goal of Project Atlas is to be fun as hell. If the game winds up being a major eSport, great! But, we're not going to try to force it. The community knows what it wants, and Atlas will naturally evolve into an eSport if the community wants it.

As for SC2, we're simply making a different game. If you compare something like TF2 vs Portal, they're simply wildly different experiences that happen to both be first person shooters. We're approaching it in the same vein! Perhaps the only notable aspect would be that we're not making something hyper similar to SC2. If we wanted to play that sort of game, we'd just go play SC2 (which we do a pretty frequent amount anyways lol)


This!

We're in a super iterative state. We certainly have a variety of concrete ideas that we're building the game around, but no reason to mention them here if they can still change. I can say for certain that I would be blown away if it behaved anything similar to SC2.


I'm the head of design for it! I do tons and tons of testing, iterating, and experimenting


Artillery is making a platform that a wide variety of games can be developed on. On this platform, Artillery/Day[9]TV are developing an RTS game. This specific video is focused on the platform . Screenshots/footage of Atlas to be showed in da future!


The choice of in-browser is about accessibility. Suppose you buy a new PC, turn it on, and want to play your favorite game. No doubt you'll have to download a bunch of stuff or, even if it is installed, you might have to patch for 20 minutes.

WIth Project Atlas running in browser, you can simply load up, go to the website, and 30s later you're ready to play. Pretty slick eh?


I have some "dodgy" answers for you!

Most specifics will not be shared, as they are ever changing.

1) I completely agree with your implication: resourcing and tech are two fundamental systems to RTS games, and two that are severely underexplored. These two (along with unit movement/pathing) are the almost exclusive focus of the design process right now. We want to nail these perfectly before trying to add on bells and whistles.

Resourcing - We're testing so much crazy shit lol. But, our fundamental goals are the most important: the players should be actively encouraged to expand and try to gather more resources. Not "implicitly" encouraged by an abstract concept like "I strategically think I can best my opponent by acquiring more resources at this particular time." We also want resourcing to be about making a decision (ie i'm going to take a new base now) instead of management (I have to remember to build another worker). Though I personally like heading home to build probes frequently in SC2, we're exploring the "decision" route .

Tech - we have a pretty clear idea of what we want to do here. But, I shall so totally not tell you right now <3.



Q: RTS games have quite a ways to go before they are as accessible as an FPS or a MOBA game.

If you could find some way to make losing at an RTS less painful, I think that would go a long way to taking the entire genre forward.

A: I cannot emphasize enough how much that statement resonates with me: how do you make losing in an RTS less painful? I think about this all the time and how to make Project Atlas pretty fun to lose in :D


I will be neither of those. For Project Atlas, I'll be the lead designer on it! Certainly balance will be a part of that, but I doubt my full role will ever be a multiplayer balance designer.


Traditional RTS. Not something like a relaxing, low engagement, log-on-once-a-day RTS game that's popular on facebook.


I absolutely want more action throughout the game. I'm hoping to have plenty of skirmishes and occasional massive battles throughout the game. We're changing the resourcing / win conditions rapidly atm, but in every iteration there's a push to fight your enemy for clear gains.


I want to have as absolutely few game modes as humanly possible. I'm a huge believer in having a simple, clean design. Though we may do hundreds of different experiments, the public will only see our selected favorite and best gametype.


Sure! Sign up for early beta access at www.artillery.com

Business model is free to play, although I hate that term


The RTS game is a fundamentally fun gametype, but one that's severely underexplored. There's wildly successful games like StarCraft 2 and the C&C series, but not much else. Contrast this to FPS, where 30+ games in the genre release each year. You get a huge range of different experiences in the genre: Portal, TF2, Quake, Call of Duty etc. We want new experiences in RTS games.

We want our game to align with how the modern nerd plays games: an ever evolving experience over time focused on community. What does that mean? We don't want to hide away and slam out a release after 2 years and then walk away. We want the game to constantly grow and evolve in a way similar to LoL / MineCraft etc!

[edit]

Upon rereading this, I realize it's not particularly specific lol. Forgive me I haven't been awake long <3. Felt like I nailed it! Allow me to go into some specifics (although we're still in ultra early development on the game. The vid demo is primarily to showcase the tech)

The typical approach to an RTS game is "how do we make sweet units. What are some neato abilities. What are the cool races going to be?" However, I'm of the opinion that those things are secondary to the core, fun parts of playing RTS games: unit control and collecting money. So, in our early development, we're spending a ton of timing just focusing on those two.

For unit control: What makes moving around and attacking a unit feel amazing? What makes it feel like you can micro it super well? Does it feel like you can control it "well" and "badly"? Does it feel fun to control well? Or, do you simply feel relieved to have not fucked up? There's a ton of core questions that have no clear answer. Surprisingly, to get a "good feel," we've been doing some really "unusual" decisions regarding pathfinding, movement, and collision. We tweak small factors like rotation speed of units, speed of curve as it's turning, the angle a unit has to facing before firing etc. An example of something really unusual is the intelligence of units in pathfinding. Imagine we have two groups of units that are passing through eachother. When they behave "very smartly," there is no movement penalty. They simply slip in and around eachother to pass at an expected speed. But, we've implemented some "stupidity" to the AI to make it slightly worse, but predictable as it moves through a crowd. Rationally, you'd say that "pathfinding and collision should be optimized for best movement," but it "feels better" to have units be a little dumb. These are examples of our approach.

Resource management: How do you encourage the player to go out and gather more resources? How does the pace of income change the players behavior? How can we use this research to get the player to behave the way they want? Do we want lots of small workers or a few big workers? Do we want workers at all? How does teching work? We run about 10+ experiments a week with wildly different resourcing methods to study exactly how players behave. We want the resourcing to be easy, for sure, but we also want people to go to battle aggressively!

These are the RTS fundamentals. We're focusing heavily on getting these solid. Otherwise, why the hell would anyone wanna play our game for 500 hours? :D

OH also there are a ton of sweet things about the races/units that I won't share yet MWAHAHAHAHAHAH


There's literally no way I won't make videos for this. I poop out like 15 hours of video content a week as is lol :D.


It's being designed for PC gamers. Certainly you can open it on a phone, and mobile's definitely on the road map, but we want to make the true PC game experience with mouse + keyboard input!


The biggest things I'm shooting for are
1) Extremely easy and fun to pick up
2) You feel like you can do magic with units (ie huge possibility to micro for immense gain)


That being said, I'm actually pretty excited at how it will turn out. They aren't particularly aiming for it to be an Esport, which imo, is the right direction. What is most important is that the game is fun and feels like a well polished RTS.
No one ever remembers second place, eh? eh? GIVE ME COMMAND
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
September 20 2013 09:57 GMT
#3
On September 20 2013 18:34 Incognoto wrote:
So what is Artillery? It's a new game studio which seems to revolve using a web-browser as a gaming console. I'm a bit bamboozled at the mere concept, yet it looks like they've managed to get something actually working. By the looks of it, in the browser itself there's an actual, working game engine (0:40 in the video).

This is probably going to become more and more common. With the HTML5 additions to javascript, such as the canvas element and WebGL, it's becoming perfectly valid to make full games directly in the browser.
Incognoto
Profile Blog Joined May 2010
France10239 Posts
Last Edited: 2013-09-20 10:11:59
September 20 2013 10:04 GMT
#4
Yeah I'll add a few quotes in as well as the Reddit link, thanks.

edit:
The typical approach to an RTS game is "how do we make sweet units. What are some neato abilities. What are the cool races going to be?" However, I'm of the opinion that those things are secondary to the core, fun parts of playing RTS games: unit control and collecting money. So, in our early development, we're spending a ton of timing just focusing on those two.


Holy fucking shit so much fucking win i completely agree with that
maru lover forever
Erik.TheRed
Profile Blog Joined May 2010
United States1655 Posts
September 20 2013 10:19 GMT
#5
I'm optimistic for any game designed by Day[9], but I can't get over the feeling that the in-browser decision is a big gimmick. I mean, even if it's technologically feasible to implement, is it REALLY that much more accessible than a traditional steam/download-type game? If I had to guess, the average user probably spends an hour or less downloading/installing a game once and then after that it's good to go. Maybe a patch here or there, or a system restore, but it's not like downloads are so problematic or slow (on average) that we need to think about jumping ship to some other platform of distribution.

Maybe there are other benefits of releasing on a browser format that I'm overlooking, if so I would really be interested to hear from the team about what those might be. Because so far the only thing I've heard is "accessibility", which just doesn't add up based on my experiences installing and playing games (which is usually a very short and easy process).
"See you space cowboy"
Jehct
Profile Blog Joined July 2010
New Zealand9115 Posts
September 20 2013 11:09 GMT
#6
On September 20 2013 19:04 Incognoto wrote:
Yeah I'll add a few quotes in as well as the Reddit link, thanks.

edit:
Show nested quote +
The typical approach to an RTS game is "how do we make sweet units. What are some neato abilities. What are the cool races going to be?" However, I'm of the opinion that those things are secondary to the core, fun parts of playing RTS games: unit control and collecting money. So, in our early development, we're spending a ton of timing just focusing on those two.


Holy fucking shit so much fucking win i completely agree with that

that's not really anything new/unique, getting the core mechanics (resource gathering, unit movement/behavior) right is always step one. Look at the warhammer titles, coh, any non-sequel rts. They all mess around with those mechanics and try to come up with something new, that suits their vision. Sequels (sometimes) mess with it less because they already have a recipe that works, they're only adjusting it.

Accessibility is always an important goal, but I'm not really seeing any ideas bigger than that. Game could be a long way from finding it's own identity. I don't really see browser-based as the future of RTS games, or the next big platform, but who knows?
"You seem to think about this game a lot"
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
September 20 2013 13:56 GMT
#7
Day9 in charge of making sure the units are fun to control.

Oh god, this is going to be my type of game.
The rts market for games that have fun micro and control of units is extremely tiny.

My initial thought is, latency.
My second thought is, melee units. Really psyched to see how they end up getting implemented.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
Last Edited: 2013-09-20 14:18:37
September 20 2013 14:01 GMT
#8
wow this is so freaking sick lol.

wish i could maby help them in any shape or for, from testing/bug fixing or even some coding.

The harder it becomes, the more you should focus on the basics.
willoc
Profile Joined February 2011
Canada1530 Posts
September 20 2013 21:42 GMT
#9
Good luck on this!

I'm wondering what type of plug-ins and other things will be required to play this on the browser. It's never as easy as logging into a browser and just playing.
Be bold and mighty forces will come to your aid!
Pwere
Profile Joined April 2010
Canada1556 Posts
September 20 2013 22:10 GMT
#10
It can be that easy in HTML5, but it's a pain in the ass for the devs to support all browsers. Within a year or two it should run just fine in FF + Chrome + IE1x. But there's no real advantage to running it inside a browser aside from no download/install*. The performance is so-so and uneven between browsers, the code has to be in javascript (or converted to it) which is hardly ideal, and running it on mobiles requires a lot of customization.

Basically, being playable in the browser "without download"*isn't a major selling point for a game that is remotely competitive. It gets you more casuals, which is nice for an unknown company, but the game still has to be solid.

*You still have to download 50mb+ before you can play, and every time you play it
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
September 20 2013 22:35 GMT
#11
I am so damn excited for this. Cannot wait for game announcements!
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Rho_
Profile Blog Joined January 2009
United States971 Posts
September 20 2013 22:45 GMT
#12
On September 21 2013 07:10 Pwere wrote:
It can be that easy in HTML5, but it's a pain in the ass for the devs to support all browsers. Within a year or two it should run just fine in FF + Chrome + IE1x. But there's no real advantage to running it inside a browser aside from no download/install*. The performance is so-so and uneven between browsers, the code has to be in javascript (or converted to it) which is hardly ideal, and running it on mobiles requires a lot of customization.

Basically, being playable in the browser "without download"*isn't a major selling point for a game that is remotely competitive. It gets you more casuals, which is nice for an unknown company, but the game still has to be solid.

*You still have to download 50mb+ before you can play, and every time you play it


So you seem to know some coding stuff. Will it being a browser game make it easier to hack?
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
September 20 2013 22:45 GMT
#13
On September 21 2013 07:10 Pwere wrote:
It can be that easy in HTML5, but it's a pain in the ass for the devs to support all browsers. Within a year or two it should run just fine in FF + Chrome + IE1x. But there's no real advantage to running it inside a browser aside from no download/install*. The performance is so-so and uneven between browsers, the code has to be in javascript (or converted to it) which is hardly ideal, and running it on mobiles requires a lot of customization.

Basically, being playable in the browser "without download"*isn't a major selling point for a game that is remotely competitive. It gets you more casuals, which is nice for an unknown company, but the game still has to be solid.

*You still have to download 50mb+ before you can play, and every time you play it

This. I really feel like there's very little benefit to this whole "let's make real games in browsers" movement. The idea behind using javascript to create games in the browsers is great to phase out Flash and such BS, but it's not an alternative to "real" games. I mean, who here has honestly ever gone "I could play this awesome game I bought on steam... nah, I'll just load up this flash game on armor games instead"? It's just a completely different market, and I feel it's a bad idea to try to go for a multiplayer game like this in a browser.

Also a really good point about the download: You don't need to download and install any plugins or games... but you still have to download the massive amounts of javascript and assets you need for a proper game. Even if the assets are cached, we're looking at a pretty big limitation if they want the game to load quickly on slower internet.
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
September 20 2013 22:45 GMT
#14
On September 21 2013 07:45 Rho_ wrote:
Show nested quote +
On September 21 2013 07:10 Pwere wrote:
It can be that easy in HTML5, but it's a pain in the ass for the devs to support all browsers. Within a year or two it should run just fine in FF + Chrome + IE1x. But there's no real advantage to running it inside a browser aside from no download/install*. The performance is so-so and uneven between browsers, the code has to be in javascript (or converted to it) which is hardly ideal, and running it on mobiles requires a lot of customization.

Basically, being playable in the browser "without download"*isn't a major selling point for a game that is remotely competitive. It gets you more casuals, which is nice for an unknown company, but the game still has to be solid.

*You still have to download 50mb+ before you can play, and every time you play it


So you seem to know some coding stuff. Will it being a browser game make it easier to hack?

No doubt. Javascript runs on the client and can easily be edited. The game has to have really solid server side code to handle it.
Incognoto
Profile Blog Joined May 2010
France10239 Posts
September 21 2013 10:27 GMT
#15
On September 21 2013 07:10 Pwere wrote:
It can be that easy in HTML5, but it's a pain in the ass for the devs to support all browsers. Within a year or two it should run just fine in FF + Chrome + IE1x. But there's no real advantage to running it inside a browser aside from no download/install*. The performance is so-so and uneven between browsers, the code has to be in javascript (or converted to it) which is hardly ideal, and running it on mobiles requires a lot of customization.

Basically, being playable in the browser "without download"*isn't a major selling point for a game that is remotely competitive. It gets you more casuals, which is nice for an unknown company, but the game still has to be solid.

*You still have to download 50mb+ before you can play, and every time you play it


Good points. Regardless, downloading just 50mb every time you play still makes the game pretty accessible. If the gameplay is good (which we're all hoping it will be), I'm sure many people wouldn't even mind just downloading the best browser for playing games and using that browser exclusively for that purpose.

I think the whole concept remains really interesting, but there's no doubt the whole idea still needs to prove that it works.
maru lover forever
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
September 24 2013 06:38 GMT
#16
http://www.dailydot.com/esports/project-atlas-artillery-games-day-nine-esports-ankur-pansari/

New interview.
No one ever remembers second place, eh? eh? GIVE ME COMMAND
Incognoto
Profile Blog Joined May 2010
France10239 Posts
September 24 2013 14:32 GMT
#17
On September 24 2013 15:38 Nazza wrote:
http://www.dailydot.com/esports/project-atlas-artillery-games-day-nine-esports-ankur-pansari/

New interview.


Very nice but I don't like the idea of grinding to get units.

That's what age of empires online had and that game was shit
maru lover forever
Technique
Profile Joined March 2010
Netherlands1542 Posts
September 26 2013 12:44 GMT
#18
Kinda excited about this.
Would love to try the beta when it comes around.
If you think you're good, you suck. If you think you suck, you're getting better.
zhurai
Profile Blog Joined September 2010
United States5660 Posts
September 29 2013 02:53 GMT
#19
On September 21 2013 07:45 Tobberoth wrote:
Show nested quote +
On September 21 2013 07:45 Rho_ wrote:
On September 21 2013 07:10 Pwere wrote:
It can be that easy in HTML5, but it's a pain in the ass for the devs to support all browsers. Within a year or two it should run just fine in FF + Chrome + IE1x. But there's no real advantage to running it inside a browser aside from no download/install*. The performance is so-so and uneven between browsers, the code has to be in javascript (or converted to it) which is hardly ideal, and running it on mobiles requires a lot of customization.

Basically, being playable in the browser "without download"*isn't a major selling point for a game that is remotely competitive. It gets you more casuals, which is nice for an unknown company, but the game still has to be solid.

*You still have to download 50mb+ before you can play, and every time you play it


So you seem to know some coding stuff. Will it being a browser game make it easier to hack?

No doubt. Javascript runs on the client and can easily be edited. The game has to have really solid server side code to handle it.

yep. javascript console is really fun to use.

not so fun for competitive games.
Twitter: @zhurai | Site: http://zhurai.com
Cheren
Profile Blog Joined September 2013
United States2911 Posts
September 29 2013 03:19 GMT
#20
On September 21 2013 07:45 Tobberoth wrote:
Show nested quote +
On September 21 2013 07:45 Rho_ wrote:
On September 21 2013 07:10 Pwere wrote:
It can be that easy in HTML5, but it's a pain in the ass for the devs to support all browsers. Within a year or two it should run just fine in FF + Chrome + IE1x. But there's no real advantage to running it inside a browser aside from no download/install*. The performance is so-so and uneven between browsers, the code has to be in javascript (or converted to it) which is hardly ideal, and running it on mobiles requires a lot of customization.

Basically, being playable in the browser "without download"*isn't a major selling point for a game that is remotely competitive. It gets you more casuals, which is nice for an unknown company, but the game still has to be solid.

*You still have to download 50mb+ before you can play, and every time you play it


So you seem to know some coding stuff. Will it being a browser game make it easier to hack?

No doubt. Javascript runs on the client and can easily be edited. The game has to have really solid server side code to handle it.


Pretty off there, server-side JS is incredibly common now, especially with Node.Js.
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