Wow! I love these types of discussions. I'll just start by playing the devil's advocate and say that there is no such thing as a true real-time strategy or real-time any other type of game on the computer. To me, real-time game play is where the time frames are infinitely small and the moving playing pieces only have an exact position for that infinitely small time frame. Okay, I'm playing with semantics here, but bear with me for a bit.

For example, GMA Tank Commander and Shades of Doom are described as real-time , but the fact of the matter is that they just make their moves every 0 .2 of a second, rather than every minute or so. It uses a continuous position though. That is, your tank could be located at x 1.235456 and Y 4.56754 rather than x 1, y 4. two. It has been a long time so forgive me if I am wrong here, but if I recall Sound-RTS works on a non-continuous grid. That is the environment is like a chess board, rather than a pin point position on a table top. When a unit moves from cell D3 to D4, that is quite a leap. In a true real time game there would be a gradual movement from one cell to another with an infinite spectrum of positions where the playing piece has been located between these locations. Don't get me wrong, there is absolutely nothing wrong with this. Matter of fact, due to the nature of the game, it is probably the best way to do it, as I decided with TOC.


Although I wouldn't agree with this point very strongly, it could be argued that TOC is real time. The time frames are just bigger. The computer appears to move and then you move, but what really is happening is that the computer can control and move all of its units in a second or two, while you may take a minute or more. I actually tried spacing out the computers moves over a wider period of time so you could be attacked at any moment, but after trying it, it didn't seem to add anything to the game, and it really did mess up entering operators and reviewing situations.

Try this with TOC. You will need someone sighted for this. Create two or three units and change your city's production so that it won't produce anything for a while. Make sure the visual map is on. Now set an operator on the two or three units so they are moving directly into the enemy units. You will see the units moving continuously across the map with an occasional battle with the enemy. Sure looks like real-time. *grin*

In any event, I am currently prototyping multi-user game play and in this type of game play you won't be waiting for anyone to make his or her turn. You will be constantly commanding your units. When it is released I may market it as real-time, but we all know better. *smile*


Just in case someone takes umbrage with any comments I've made here, please realize I'm probably only half serious.

Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com




----- Original Message ----- From: "Jacob Kruger" <jac...@mailzone.co.za>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, March 25, 2010 2:18 AM
Subject: Re: [Audyssey] Time of Conflict from GMA games.


Well, like said, 'simple' answer - idea being that while know what you mean,
I still think it's more or less a similar game type - either sort of turn
based, or fully real time.

Suppose similar to either playing something like chess with a turn timer
clock, or just having to wait for the other player to make up his mind -
some guys still play chess remotely via emailing each other.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

----- Original Message ----- From: "Hayden Presley" <hdpres...@hotmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Thursday, March 25, 2010 5:29 AM
Subject: Re: [Audyssey] Time of Conflict from GMA games.


Hi,
Real Time strategy? Not exactly. A Real Time Strategy game does not wait
for
you to make a move. Sound RTS is a real time strategy d=because every
second
of the game is spent. In Time of Conflict, there is an interval before
anything happens. Granted, your infantry can take a city immediately, but
that's about it. You have to wait for time to advance.
Best Regards,
Hayden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jacob Kruger
Sent: Wednesday, March 24, 2010 1:05 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Time of Conflict from GMA games.

Yes, simple answer is it's also a form of real-time strategy game.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

----- Original Message ----- From: "nicol" <0722001...@vodamail.co.za>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Wednesday, March 24, 2010 7:34 PM
Subject: Re: [Audyssey] Time of Conflict from GMA games.


HI phil
Is  toc  similar to sound rts?
----- Original Message ----- From: "Phil Vlasak" <p...@pcsgames.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, March 19, 2010 2:37 PM
Subject: [Audyssey] Time of Conflict from GMA games.


Time of Conflict from GMA games.

Time of Conflict is a strategy game that can be used by the visually
impaired and sighted alike. The goal of the game is to subdue the enemy
and capture all of its cities. When a city is captured it will begin
producing forces that may be used against the enemy. You may produce
infantry, armoured units, fighters, destroyers, submarines, troop
transports, aircraft carriers, and battleships. You may play on a
computer-generated map or a premade map provided with the game, or by
using the included map builder you can use a map you developed yourself.

The game has five difficulty levels, several premade maps, several map
sizes, and a range of games types from a complete sea battle to a
land-only battle. Depending on the size of map selected and your
familiarity with the game, Time of Conflict may last hundreds of time
units and may involve hundreds of land, sea, and air units.

The game was designed so that you can get by with a dozen or so
keystrokes, but dozens more are available for the experience player. A
context-Sensitive menu is available which makes learning the game much
easier. This menu only displays the actions which are available to the
current unit at the current point in time.

We are currently working towards making Time of Conflict a multi-player
game. You will be able to play against one to three other players in
addition to playing the computer. Stay tuned.

It is now in public beta and the download file is 20 MB.
http://www.gmagames.com/toc.shtml



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