Development adventures

Remember when RTS games were good?

Flashback to a meeting at work, sitting there thinking about how much I miss playing Real time strategy (RTS) games like Command & conquer and Dune II. If you're not familiar with this style of game, check out here and here. There were no micro transactions, no buy to win or time play limits. Players owned the complete game without interruptions. They had to create bases and develop tech trees to try to outsmart an opponent who is trying to do the same. Spend and collect resources or run out and lose the battle. Sometimes the battles would last hours and smallest win could tip the scale of power.  I miss those games, I miss owning a complete game and losing hours playing them.  

That's what Red Sprocket is about and why I created this studio. I set out to build games that were fun to play without transaction interruptions, nagging tutorials and hand holding.  I want to recreate the entertainment value you get from spending so much of your hard earned money. Over the course of the next few years I will take you through my journey of building an RTS game for the next generation of gaming. Will it be awesome and revolutionary? I don't know, and I'm not setting my definition of success or failure on that notion. Is it fun to play, even with flaws, that's what really maters. Do I have the experience to build out such an ambitious idea? Hell no. But I want to learn and create each bit of code from scratch.  As I learn new techniques and conquer my obstacles, I will keep a record for myself and anyone else willing to participate.  Wish me luck, and I hope to see this to the end. 


Red Sprocket  

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