There always is a lot of buzz around bedtime programmers, indie developers, and one-man studios, especially as the games industry tries to come to terms with how to capitalize on their successes and creative production.
It all goes to show one of life’s greatest tragedies: the people with the capital are the ones who know how to make money, and not necessarily the games, or music, or movies (or comics, or cars, or anything, really).
So, Nuclear Dawn is going to blend RTS and FPS in titillating ways that no game has pulled off before. It’s set in post-apocalyptic real-world cities, and it features a carefully balanced class-based combat system.
It takes more than awesome to make a game, however, so here’s a more detailed look at some of Nuclear Dawn’s other features:
Achievements: with a tiered achievements system that unlocks new weapons and abilities on completion of specific objectives, it will be a while before players unlock their favourite classes’ full potential, and even longer before every secret, power-up and hidden weapon is in their greedy, murderous hands.
Gamasutra sits down with the Interwave team behind FPS/RTS hybrid Nuclear Dawn for an interview regarding their drastically rebooted community-led Source engine title.
Back in February 2006, a Half-Life 2 mod emerged and instantly began to gather big community support and press coverage.
It’s time to talk first base in Nuclear Dawn, and go through the Commander’s first priorities when setting up shop.
In Nuclear Dawn, commanders are elected players whose task it is to manage and develop their faction’s war machine, from the home base to the outposts that guard important strategic elements, down to the supply routes that deliver key equipment to the troops in the field.
Nuclear Dawn’s RTS gameplay gives would-be post-apocalyptic commanders the possibility of developing, manufacturing and deploying an impressive arsenal, a full array of base structures, and a full complement of player-controllable vehicles.
No commander, no matter how rousing their speeches, or how righteous their cause, is going to go far without acquiring resource points, which provide the raw materials and extra juice to research and produce, repair and rebuild, clone and deploy just about anything in-game, from players to structures and vehicles.
300.000 years before the Nuclear Dawn… Bob was hungry. Interwave’s first foray into casual gaming pits players against the most primal of desires, as they help navigate Bob through four unique, distinct, hand-painted landscapes.
Bob runs, jumps, slides, stumbles, and rages through the levels, which feature endless playability, challenging ‘Cave Trek’ and hunger survival modes, scoreboards and OpenFeint integration to show off your achievements and best runs.
Ladies and gentlemen, It’s that time of the year, and we’re feeling the need for speed again. There will be a scheduled service outage on Friday the 8th, after 16:00Hrs CET.
Please bear with us until we migrate all our servers to a new data centre, to offer you even speedier sites and downloads!
On behalf of everyone at Interwave, we would like to wish you all a happy holiday season, and send a special greeting your way, just to say thank you to all Nuclear Dawn fans for your patience and dedication.
Do hold your breath, 2010 is going to be NUCLEAR.
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