This project, based on a game design by Ken
Mayfield, ran from late 1997 to mid 1998. In general, it
was a multiplayer real-time-strategy game set in the
space lanes of the Fading Suns universe (an
elegant science fiction role-playing system created
by Holistic
Design ).It was being developed for Win95 machines
with hardware acceleration and made extensive use
of 3D camera movement and variable view points to allow
the player to manage a fleet of war ships and cargo
vessels. The game was designed to have in depth tactical
combat, computer moderated trade, and negotiation between
both human and non-player characters and factions. The
original version was also slated to support up to 50
players with multiple victory conditions and the ability
to enter and leave a game in progress. Our
publisher for Gunboat Diplomacy (officially dubbed "Starship
Diplomacy" by marketing) was RipCord Games. In
the end, we (Top Dog) were forced to walk away from
project after design-vs-schedule conflicts lead to late
payment, uncertain paychecks, and an unremitting
pessimism about the viability of producing a
quality product in the time allotted. The death of this
promising (and very cool) project was the last straw in a
long series of set backs that resulted in Top Dog
Software closing its doors on June 12, 1998. |
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I was technical lead on this project and handled most
of the architecture and entity management code. The
former task was responsible for laying out the general
structure of the program and making sure all of the parts
integrated properly. The latter task included the combat
code and the physics simulation for getting ships to move
and react in a realistic manner. As the project
progressed, I inherited responsibility for advancing and
enforcing the client-server architecture. I also took
over the low level AI and the system for issuing orders
and actions to individual entities. Along the way I was
able to assist with several areas of the design and also
had more-than-enough opportunity to practice my
scheduling and documentation skills. I also had an excellent opportunity to work on the design for this project; an area of game development which I hope to explore to greater lengths in the future. The design work, coupled with being technical lead, allowed me to produce many documents; some of which are available as writing samples. After Top Dog closed it's doors, Hollistic took over development. Here are some screenshots from their extention of the project, approximately a year later. |