About the game
Written by Drunken Gamer
If there is a genre of gaming that could already be considered complex, RTS tops the bill. Making sure you have an effective strike force while also keeping your base defended and ensuring you have the resources to keep the fight going are but some of it’s generic demands.
Clearly this wasn’t complex enough for the guys at Hazardous Software. They decided to go beyond real-time and into meta-time with Achron. What this means, in simple terms, is that they added time-travel to the battlefield, so now as well as wondering where the attack is coming from, you also have to consider the ‘when’.
What I’m going to try and do is explain exactly how they have managed to include such a mind-bending concept into both the single and multiplayer game.
Wish me luck.
Firstly I have to explain a little about the basics of Achron’s user interface. All your usual RTS staples are there – unit and production controls, overview map, etc. – but what is unique to the game is the timeline controls. It is here that you see how things are playing out in the game, how the actions in the past and future are impacting things, and when you can expect those actions to be propagated into the present.
How it does this is difficult to explain, yet once seen in action you will almost instantly understand it. There are three marker lines on the timeline at any point: yourself, the enemy & the present. They exist to show you where the other is in the overall timeline.
So, if you suddenly see your enemy’s marker jump into the past, you know to be watching that area of the timeline for its second use – activity notification. Whenever something is done, such as damage taken or dished out by your units and structures, it’s plotted on the timeline in a simple to understand bar-graph style.
Lost yet? OK, let give you a step-by-step of what it would look like.
Read More in Issue 24
