Development has stopped as of a few days ago, game appears to be dead.
https://forums.artillery.com/discussion/911/end-of-development
- Jinro
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?
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.
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.