Off-Brand RTSes I Always Forget About Circa 2000
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Member since Dec 6, 2025
It's 2002, and I'm the proud owner of a shiny new electric bass. Nobody is more excited about this than Tom. He's the dad of one of my football teammates and as jovial as they come, and he knows exactly what I should learn first: We Gotta Get Out of This Place by The Animals. You're gonna love this riff , he says before his excitement gets the better of him, forcing him to hum the iconic dmmm, do-do, do-do-do-do…
Back in my short-lived career as a math teacher, I would open up the year with my sales pitch for our chosen field of study. The main objective was to disabuse my students of the notion that math was all about the numbers. Numbers, I posited, are not the point here. We use numbers because they are reliable – one will always be one, two will always be two – but we deal with them only in the service of uncovering some…
Reus takes some deceptively rich mechanics and surrounds them with varied and rewarding challenges. The Reus giveth, and the Reus taketh away. Dutch developer Abbey Games has managed to capture the dichotomous nature of being an all-power diety in Reus , which sees you overseeing four different “giants” in the hopes of creating a world fit for civilization. No single aspect of Reus is terribly deep, but the way that…
Stardrive is unoriginal, inaccessible, and borderline unplayable. For such a seemingly specific genre, space strategy has actually produced a pretty diverse array of games. There’s classic 4x like Master of Orion and Galactic Civilizations , RTS from Homeworld and Sins of a Solar Empire, and even some CCG action courtesy of Star Chamber . But Zerosum’s Stardrive doesn’t try to break any new ground in the space…
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Feb 25, 2014
It's a time-honored television tradition: a holiday arrives or the budget dries up or the writing staff just can't be bothered to put together a new episode, so they write a few minutes of setup and run a clip show featuring bits and pieces from earlier episodes. In many ways, that's what this long-overdue SummerJammers (a Giant Bomb themed WindJammers homage) update feels like. About a month a...
Jan 23, 2014
In case you missed it, I'm working on a Giant Bomb game inspired by that old chestnut, Windjammers. And it needs your help! Yeah yeah yeah this update is a few days late. But oh man, is it worth it. Interestingly enough, this is the first time that I've ever written a program with time dependency. My other work has mainly been logical and computational stuff or tools for working with turn-based...
Jan 13, 2014
Well, maybe not lights, but certainly camera and action. It's been a good week for SummerJammers. I only put it in two days of work, but I managed to knock out something big each time, and here are the results: - Camera. The old render system drew things directly to the viewport, which would be a problem if I ever wanted to do things like zoom and pan. The new system is a 2D camera with a 3D po...
Jan 6, 2014
If you're new here, I'm working on a Giant Bomb themed version of the 1994 Neo Geo "classic," Windjammers. It's like pong with a frisbee. We're back. Here are some screenshots. Welcome to the world of placeholder art! The big circles are player avatars, the small red circle is the disc, and the little red bar in the upper right corner is a goal. The first shot shows a player holding the disc (I...
Dec 25, 2013
Having been awake for 24 hours, I was slumped over in a chair in a physical therapy office's waiting room while my friend was doing some work to recover from ACL surgery. The previous night, if it could be called that, was supposed to end at a somewhat reasonable 1 AM. I had finished setting up the file and asset structures for SummerJammers and decided to do a quick debug run to make sure that...
Dec 16, 2013
Party time! Thanksgiving threw me off a bit, hence the extra week between updates, but there's been some craziness happening in the world of SummerJammers. Let's start by seeing how those goals from last time went: - Fully implement Wall,Disc , and Goal classes Goal is coming along nicely, including logic to construct goals out of an arbitrary number of GoalSegments for drawing purposes. - Buil...
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