0 A.D. (game)

0 A.D. (game)

Infobox VG
title=0 A.D.


caption=
developer = Non-profit team of developers
publisher = Wildfire Games
designer =
license = Freeware
engine =
version =
released= TBA
genre = Real-time strategy
modes = Single player, multiplayer(speculated)
ratings = TBA
platforms = Microsoft Windows, Linux
media = Free Download
requirements = TBA
input = Keyboard, mouse

0 A.D. is a historical real-time strategy freeware game, published by Wildfire Games. It will focus on the years between 500 B.C. and 500 A.D. "0 A.D." will be released in two parts: the first will cover the 500 B.C.—0 A.D. period; and the second will span from 0 A.D. to 500 A.D. It has been in development since 2000, with actual work on building the game starting in 2003. The game is notable because it is aiming to be entirely "freeware", meaning the developers do not get paid for their work, nor will they charge for their product. When the game is finished, it will be available for download on the internet.

Origins

The concept behind 0 A.D. has been in the works since fall of 2000. Gamers from the ' Tonto Clan came together to form concepts and ideas for a ' remake. They intended to compile their ideas, and send their proposal to Ensemble Studios, the creators of the Age of Empires series. However, their idea was waylaid, due to Ensemble Studios' plans to make a mythology-based RTS (Age of Mythology).

At the same time, there was another group, called Wildfire Games, that was undertaking a mod called "Age of Empires II: Rome at War". The production of the mod began in January of 2001, and was completed in June of that same year. Because of the success of the mod, Wildfire Studios began to undertake a total conversion modification. However, much of the "Age of Empires II" community began playing newer games. This almost led the 0 A.D. team to disband the project and the mod team when a new impulse came.

Firstly a fantasy modding project (now a game project called The Last Alliance - also under production by Wildfire Games) began investigating the possibility of creating their own game engine to support their mod and give them total freedom. Secondly a few members of the Tonto Clan inspired the team with moral support and a wealth of resources for a game design very similar to the core concept behind the modding project. Jason Bishop (known by his nickname Wijitmaker), the project leader behind the Rome at War mod, stepped up and took the mantle of leadership from the previous 0 A.D. leader, nicknamed Sud Commander. Thus, 0 A.D. the game was born in the winter of 2001/2002.

The first six months were spent researching how to go about undertaking such a project. By that time others from the RTS community joined the team, capable of contributing to many areas of the project such as map making, scenario design, AI scripting, RMS scripting, and game design. Many hours of research have gone into the historical background behind the game. Graphic artists have spent the better part of 2 years honing their skills. The design of the game was scrutinised and debated for the better part of a year, but in the summer of 2003 a streamlined and conservative game design document was finalised. The programming department kicked into gear shortly afterwards. [ [http://wildfiregames.com/0ad/page.php?p=1492 Background :: 0 A.D. :: Wildfire Games ] ]

The project is currently being developed by game development hobbyists in a virtual team environment. The 0 A.D. staff is comprised of over 40 active members from countries all across the world with different backgrounds. [ [http://pc.ign.com/objects/664/664227.html IGN: 0 A.D ] ]

Game content

The 0 A.D. team aims to deliver an experience that is refreshingly innovative but at the same time familiar, focusing mostly on the military aspect of Real-Time Strategy. The game will pursue a strong sense of historical accuracy without damaging gameplay. It also aims for a high degree of replay ability by being easily moddable and the formation of a large online community. The player will have to build a city and an army following the rules of standard RTS games, collecting resources and constructing buildings. The game will include multiple units and buildings specific to each civilization. It will include both land and naval units.

Civilizations

*Carthaginians: will have the strongest navy in the game; the fiercest contenders on the high seas. They were also masters of naval trade, extending their trade routes even beyond the pillars of Hercules and circumnavigating Africa. They deployed towered War Elephants on the battlefield to fearsome effect.

*Celts: The Britons and Gauls are the antithesis of the rigid organization of Rome. A fierce horde of woad-painted Celtic warriors charging across the plains was a fearsome sight. They considered the bow and other ranged arms to be a weapon of cowards, and excel in hand-to-hand combat. Not known for their machines of war, they have minimal navy and siege. They construct mostly wooden buildings, which are fast and inexpensive to construct, though far less robust than their stone counterparts.

*Hellenes: Controlling the representatives from the Hellenic region, the player has the power of Sparta, Athens and Macedonia at his command. As the forebearers of philosophy, democracy, geometry, and Hellenistic art and architecture, they are considered to be civic minded. However, do not discount the strength of their stone structures, the resolve of a Hoplite in phalanx formation, or their historic ability to steal victory against seemingly insurmountable odds.

*Iberians: The Iberians were fathers of the art of guerilla warfare, capable of lightning strikes against an opponent and withdrawing before he can mass an offensive. Their foot units are some of the fastest and most rapid-firing in the game, particularly their Balearic Slingers. A number of their ranged units also have the unique ability to fire flaming missiles. Toledo steel grants them superior metal weaponry.

*Persians: The Persian Empire is the most cosmopolitan civilization, levying a wide variety of troops from their vassal satrapies. Their infantry are weak and poorly-equipped, little more than cannon fodder, but can be massed in vast numbers. They have the strongest (though most expensive) cavalry in the game, and are the only civilization that features all forms of cavalry, including the fearsome cavalry archer. Their cavalry is equally exotic, including camelry, mahout elephants, and scythed chariots. They are known for their lavish wealth, grand architecture and strong trade empire through the Silk Road.

*Romans: The great conquering imperial powerhouse that swept across Europe, the western shores of the Mediterranean and North Africa in its early days as a Republic. The Romans are notable for their regimented military, powerful siege engines, broad range of naval vessels, politics, and ability to adapt.

Buildings

Each civilization's buildings will look unique, as well as be in their native language.
*Civilization Center:Civilization Centers, or Civ Centers, in 0 A.D. serve as a "command center". Building new adds economic and population bonuses as well as increased build limits for structures. It also trains both female citizens and male citizen-soldiers, who both gather resources. All Civ Centers have an "aura" radius that allows units to gather within a certain distance from it. [ [http://www.wildfiregames.com/0ad/page.php?p=11303 0 A.D Civilization Centre] ]
*Fortress:Fortresses, such as the Roman Oppidum, train super units and civilization specific heroes.
*Mill:Like the civilization center, mills have an "aura" radius that allows units to gather within a certain distance. [ [http://www.wildfiregames.com/0ad/page.php?p=11565 0 A.D Gameplay: Resources] ]
*Health Center:Units that are close to the health center will regenerate faster then normal, and even faster if garrisoned inside. It also allow trains a civilization's unique healing unit.
*House:Houses gives extra population bonuses.
*Markets:Markets allow resources to be bartered for other resources and trade routes to be set up between the player's different provinces and allies. [ [http://www.wildfiregames.com/0ad/page.php?p=11565 0 A.D Gameplay: Resources] ]
*Military Center:Military centers, such as the Iberian Cuartel, train military units.
*Walls/Gates:A wall does not permit passage of enemy units. In 0 a.d, walls will not be walkable by units, however, they may be walkable in future expansions. Gates allow allied units to pass through walls.
*Scout Tower:Scout towers give a large line of sight (LOS) and can attack enemy units. More LOS is added when a unit is garrisoned inside.
*Special:All civilizations will have one to two unique buildings that trains its super units, or serves another purpose.

In future Expansion Packs, the development team hopes to expand the number of available cultures by incorporating additional civilizations from 1 A.D. to 500 A.D. The list will not be finalised until the first edition has gone gold, but possible civilizations include the Germanic peoples, Sarmatians, Eastern Rome, Parthians, Huns, Dacians, and Imperial Rome. [ [http://wildfiregames.com/0ad/page.php?c=38 Factions :: 0 A.D. :: Wildfire Games ] ]

Release Date

The Game is still under development as of September 2008 and no release date has been set. However, when it is finished it will be available as a free download.

External links

* [http://wildfiregames.com/0ad/ 0 A.D. official website]
* [http://www.gamedev.net/reference/articles/article2321.asp Gamedev.net interview with project leader Jason Bishop]
* [http://www.youtube.com/watch?v=hJG8SHH39W4 0 A.D. Game Preview movie on Youtube]

References


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