Reboot of Urban Assault

Urban Assault is an old game and its rare blend of FPS and RTS deserves to be seen again. For those of you who want to start/coordinate projects to make an Urban Assault 2, this is a dedicated forum for you!
Mike_90
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Re: Reboot of Urban Assault

Post by Mike_90 » Sun Oct 12, 2014 6:56 pm

Any news on this?

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dragonfire967
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Re: Reboot of Urban Assault

Post by dragonfire967 » Sun Oct 19, 2014 8:49 pm

Sorry for the delay in information, but I have been busy with recruiting. We now have a modeler / graphics artist, 2 new programmers (not including myself), and a back-story writer.

Also, a little treat for some of you. The new bars for the HUD I am designing myself. We are going to be using Unity for the game engine due to less restrictions without sacrificing power, and I am now in full development of the title. Please note it will be slow going so I may not be able to post regular updates at this time. The game will be under a new title to avoid copyright issues (was never able to finalize anything with microsoft), and due to how old the original game is, I doubt there will be any issues.

Bars are, in order of appearance, the Beam Energy Bar, the Creation Energy Bar, the Host Station Energy Bar, and the Energy Production Bar.

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MarioSDU6/SDU7
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Re: Reboot of Urban Assault

Post by MarioSDU6/SDU7 » Mon Oct 20, 2014 2:41 am

dragonfire967 wrote:Sorry for the delay in information, but I have been busy with recruiting. We now have a modeler / graphics artist, 2 new programmers (not including myself), and a back-story writer.

Also, a little treat for some of you. The new bars for the HUD I am designing myself. We are going to be using Unity for the game engine due to less restrictions without sacrificing power, and I am now in full development of the title. Please note it will be slow going so I may not be able to post regular updates at this time. The game will be under a new title to avoid copyright issues (was never able to finalize anything with microsoft), and due to how old the original game is, I doubt there will be any issues.

Bars are, in order of appearance, the Beam Energy Bar, the Creation Energy Bar, the Host Station Energy Bar, and the Energy Production Bar.

Image

Image

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You're right, it will take quite time due to the many stuff to be done in there. Ah yes, a suggestion, we'd like see an reboot of UA in an Earth setting completely different geographically to avoid unoriginality and some unwanted controversy (if the reboot with the completely different title gets successful), and if you have time, you can do several allusions and references to everything (except referencing and/or parodying real-life war events and ideologies from 1950 until today), to even more successful effect. But also the story must be coherent all time (for expert beta-testers) to accompany the greatly improved gameplay (including background elements). ;) Even though it means blood gets completely abscent to avoid going into "mature" (and therefore controversial and boring) territory (due to some players under 18 playing UA, that is bloodless). ;)

Sorry if I was off topic and I asked too much, but I know we want an awesome reboot, without danger of falling on many of the controversies the FPS suffered. You and your team are lucky that I've grown with great shows (like Korra, Legend of Aang, Regular Show, Adventure Time, Battlestar Galactica reboot, etc.) some of the best video games of all time (like Zelda Ocarina of Time, Super Mario Galaxy, Zelda Skyward Sword, Super Smash Bros, etc.), and I learn a lot of them to great successful effect (some beta testers I've had for UA 2.0 multiplayer mod really liked the Mirror Levels, and soon I'll be testing with LloydJara the unit balancement). I hope you and your team make a great reboot that will be really awesome. :)
Intense Mod progress (it includes tests):
Resistance 100% done
Demo version uncertain fate
New Ghorkov and Taerkasten 100% done

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Factions of choice: Resistance, Ghorkovs, Taerkastens

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Re: Reboot of Urban Assault

Post by Mike_90 » Mon Oct 20, 2014 6:41 pm

If you need beta testers please count me in. I would love to see my childhood rebooted. :D

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Re: Reboot of Urban Assault

Post by Ormu » Mon Oct 20, 2014 6:41 pm

Nice to hear that the project is progressing! Could you tell us what Microsoft said (or if they said anything at all) or is it confidential?

Someone mentioned random map generator but I don't think it's necessary. It's fine in games where you build an entire society from scratch, like in Age of Empires series, but in UA the battles take place in existing cities and regions with very pre-defined conditions and generating all that randomly would be quite challenging. On the other hand, the possibility to have AI opponents in multiplayer/skirmish matches would be a great addition.


A random note: I think UA multiplayer would be strategically more challenging and more enjoyable if the host stations could only move instead of teleporting. The ability to freely teleport onto power stations often leads to annoying host hopping which is far from strategy. Does anyone agree?
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Re: Reboot of Urban Assault

Post by Mike_90 » Mon Oct 20, 2014 9:09 pm

Ormu wrote: A random note: I think UA multiplayer would be strategically more challenging and more enjoyable if the host stations could only move instead of teleporting. The ability to freely teleport onto power stations often leads to annoying host hopping which is far from strategy. Does anyone agree?
That would be nice if it was implemented as a simple flag, like enabling flashlights in Counter Strike.

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Re: Reboot of Urban Assault

Post by dragonfire967 » Mon Oct 20, 2014 10:30 pm

MarioSDU6/SDU7 wrote:You're right, it will take quite time due to the many stuff to be done in there. Ah yes, a suggestion, we'd like see an reboot of UA in an Earth setting completely different geographically to avoid unoriginality and some unwanted controversy (if the reboot with the completely different title gets successful), and if you have time, you can do several allusions and references to everything (except referencing and/or parodying real-life war events and ideologies from 1950 until today), to even more successful effect. But also the story must be coherent all time (for expert beta-testers) to accompany the greatly improved gameplay (including background elements). ;) Even though it means blood gets completely abscent to avoid going into "mature" (and therefore controversial and boring) territory (due to some players under 18 playing UA, that is bloodless). ;)

Sorry if I was off topic and I asked too much, but I know we want an awesome reboot, without danger of falling on many of the controversies the FPS suffered. You and your team are lucky that I've grown with great shows (like Korra, Legend of Aang, Regular Show, Adventure Time, Battlestar Galactica reboot, etc.) some of the best video games of all time (like Zelda Ocarina of Time, Super Mario Galaxy, Zelda Skyward Sword, Super Smash Bros, etc.), and I learn a lot of them to great successful effect (some beta testers I've had for UA 2.0 multiplayer mod really liked the Mirror Levels, and soon I'll be testing with LloydJara the unit balancement). I hope you and your team make a great reboot that will be really awesome. :)
Your perfectly fine. The new game will take place in an entirely different geographical area, but I will be dropping some hidden references (in mission dialog, Easter Eggs, etc) to the original game. Some of the original enemies (Ghorkovs, Taerkastens, and such) will still be around, but completely revamped with a new look, new units, and possibly even new host stations (to reflect time passing since the original game events). Other enemies, such as the Mykonians and Sulgogars, are gone, to reflect being destroyed at the end of the original game. They will instead be replaced by new enemy factions I have yet to decide upon.

I am planning to do my best to have the new game run as close to canon as possible (if canon can even be used for this game :) ) and keep it on a chronological scale. You will also come across ruins on certain mission maps of the old factions that were destroyed in the original game, such as destroyed host station debris.
Mike_90 wrote:If you need beta testers please count me in. I would love to see my childhood rebooted. :D
Definately. Once we get to a testing phase (which I have no ETA on at this time), I will be putting up a new topic related to this.
Ormu wrote:Nice to hear that the project is progressing! Could you tell us what Microsoft said (or if they said anything at all) or is it confidential?

Someone mentioned random map generator but I don't think it's necessary. It's fine in games where you build an entire society from scratch, like in Age of Empires series, but in UA the battles take place in existing cities and regions with very pre-defined conditions and generating all that randomly would be quite challenging. On the other hand, the possibility to have AI opponents in multiplayer/skirmish matches would be a great addition.


A random note: I think UA multiplayer would be strategically more challenging and more enjoyable if the host stations could only move instead of teleporting. The ability to freely teleport onto power stations often leads to annoying host hopping which is far from strategy. Does anyone agree?
Microsoft never responded, so after reviewing some legal jargon and consulting with my company's lawyer, this is our new plan of action. There will NOT be a random map generator for the game, but there will be a mission editor that will either be bundled with the game, or released at a later date to allow players to create their own maps to play on for multiplayer.

Also, a new feature I will be introducing, is in single player, you can both beam to locations, and (if your out of energy to beam) slowly move your host station across the map towards a new destination. Since you will be highly vulnerable during this time, I recommend an escort. During Multiplayer, You can still do both, but to add some Strategy concepts, and reduce the abuse of beaming away from attack, there will be a cool-down for how long you have to wait between beams before you can jump again.

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If anyone has an suggestions, ideas, comments, concerns, etc., feel free to post them in this topic. Also, I am still looking for people to help with coding (must know C#), artwork / model design for units, and helping with coming up with missions, new unit ideas, etc. Please note that all of the people I have working on this (including myself) are doing it on their own dime, It is completely volunteer work until we release our other title we are working on (classified).
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Re: Reboot of Urban Assault

Post by Mike_90 » Tue Oct 21, 2014 8:41 pm

I would suggest you to have the cooldown timer for the beaming feature linearly related to the amount of owned sectors surrounding the power plant. This way you would have to be extra careful with rush attacks but you would still be able to beam across the map to owned areas with ease.

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Re: Reboot of Urban Assault

Post by dragonfire967 » Wed Oct 22, 2014 10:22 pm

That's not a bad idea. I'll have to look into it, and what all would be required coding wise. One other key feature I'm thinking of adding would be that if two or more opposing host stations get too close to each other, none of them can beam out of danger until the offending station is destroyed or moves far enough away. This will encourage players to keep tabs on the map and locations of enemy units whilst also monitoring their own units and where they are going.
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Re: Reboot of Urban Assault

Post by Mike_90 » Thu Oct 23, 2014 6:59 am

Interesting... it would create more do or die situations. It would also make building more powerplants next to each other a tougher decision since you would risk of getting directly attacked if one of the power plants fall.

Also, are you going to make a dedicated website?

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