[HN Gopher] 0AD, an open source historical RTS in development fo...
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       0AD, an open source historical RTS in development for 22 years
        
       Author : wsgeorge
       Score  : 259 points
       Date   : 2023-05-26 19:42 UTC (3 hours ago)
        
 (HTM) web link (play0ad.com)
 (TXT) w3m dump (play0ad.com)
        
       | trollied wrote:
       | I'd give this a go if I wasn't so terribly addicted to
       | Factorio...
        
       | winrid wrote:
       | NetPanzer is also an open source RTS in development for over 20
       | years!
       | 
       | https://github.com/netpanzer/netpanzer/tree/dev
       | 
       | I just setup a new masterservers and a couple game servers with
       | bots.
       | 
       | I'm working with the maintainer to do one more release to the
       | distros and then probably convert it to Godot.
        
       | robinhoodexe wrote:
       | I'm quite excited for a future macOS ARM build.
        
         | postalrat wrote:
         | Can't you run it now or does that build include some arm only
         | units?
        
           | pohl wrote:
           | Rosetta should run it, but a native build would still be
           | desirable.
        
       | atum47 wrote:
       | Got all my friends hooked on it back in my college days. We
       | attended class at night, but for some reason beyond my
       | comprehension we did have classes at Saturday morning. Being a
       | bunch of nocturnal beings, we usually bought some pizzas and
       | stayed up all night from Friday to Saturday playing on lan and
       | having pizza. Good times.
        
         | johnisgood wrote:
         | > compression
         | 
         | Yup, we are on Hacker News!
        
           | atum47 wrote:
           | I usually swipe to type (which works 80% of the time) and
           | honestly some times my eyes to catch spelling mistakes like
           | these. Sorry, haha.
        
             | johnisgood wrote:
             | Oh no worries really. Your typo was on topic as well! :P
        
       | [deleted]
        
       | psychphysic wrote:
       | I played 0ad nearly every day about 5 or so years ago. What a
       | blast from the past.
        
       | pelasaco wrote:
       | Best game. My kids play it every weekend - when they are allowed
       | to consume medias other than books. They love to play historical
       | battles, go through the history of the civilizations. I still
       | beat them, but it's such fun to have some "LAN-parties" with
       | them.. said that, we noticed that quite often, the network game
       | gets aborted. Is that something that just happen to me (Linux,
       | Mac, Windows, doesnt matter) or the network part of the code is
       | not so robust as the rest?
        
       | mike_hock wrote:
       | It'll run on the Hurd and ReactOS when _those_ are finished and
       | come bundled together with Duke Nukem Forev... no wait, they
       | actually finished that.
        
         | bee_rider wrote:
         | Ehh... it is an open source game, not a kernel, a playable
         | alpha is fine as long as it is fun.
        
         | yjftsjthsd-h wrote:
         | 0ad is completely playable right now.
         | 
         | (Although, if HURD had drivers _it_ would be usable right now,
         | too.)
        
       | peter_retief wrote:
       | Really enjoy OAD, good to know it is being developed.
        
       | Phlogi wrote:
       | It's alpha for so long, how stable is it to play ? Why are they
       | not focusing on a 1.0 release and seize adding features, new
       | civs, and therefore complexity?
        
         | bandrami wrote:
         | Remember that the "unstable" aspect of alpha isn't that "it's
         | going to crash randomly" but that "you can't rely on a given
         | feature being there in the future".
        
         | CameronNemo wrote:
         | I can only comment on Linux and to a much lesser extent macOS,
         | but IME it is quite stable.
         | 
         | I think never going 1.0 is an open source game dev meme or
         | something. Xonotic is still pre-1.0 even after over a decade in
         | development. Stable as heck.
        
         | yjftsjthsd-h wrote:
         | > It's alpha for so long, how stable is it to play ?
         | 
         | It is 100% playable and has been for years. As sibling comments
         | note, I think the only reason they label it as anything but
         | stable is because there are still significant changes between
         | releases. Although I personally think they could fix even that
         | by just chopping the first parts of the version number off - if
         | they stopped calling it "alpha" and just called it 0ad version
         | 26, and then released version 27, everyone would still have the
         | right expectations.
        
           | baobabKoodaa wrote:
           | I tried to play it at a LAN party. It started off great, but
           | as the number of units increased, the connection slowly
           | deteriorated until eventually it was literally unplayable.
           | You say that it is "100% playable and has been for years"?
        
         | Tuna-Fish wrote:
         | Because it's an OSS project ran by volunteers, each of whom
         | work on the features they are interested in.
        
           | suddenclarity wrote:
           | Even in OSS it's wise to have some people steer the
           | direction. I tried the game about eight years ago but it
           | didn't run well on my laptop. I've tried to keep up somewhat
           | but lost interest when it felt like they just added new
           | features instead of polishing and improving core
           | functionality.
           | 
           | I had a similar feeling with Black Mesa. At a certain point,
           | it feels like they've worked so long on the project that they
           | lost the original selling point. At what stage does it make
           | more sense to just remake the game in the latest UE than
           | offering a 20 year old game that still isn't close to being
           | released.
           | 
           | I don't want to talk down on the project but it's a question
           | I think about every time I see these types of products.
        
             | saiya-jin wrote:
             | Not sure what exactly you meant, but Black mesa was mighty
             | playable and 100% stable when it was released as full.
             | Maybe stay away from half-working early builds of these
             | kind of games, IMHO its not worth the frustration just
             | because of some nostalgia.
             | 
             | Now if somebody would port first Deux ex into Unreal 5.2
             | engine that would get me interested (but still, keep your
             | emotions in check and play when its ready, otherwise just a
             | recipe for regrets)
        
             | wsgeorge wrote:
             | Fair point. On my part, I like to think of them as "ever-
             | green" projects. So they're never "done", they just keep
             | evolving at whatever rate the community can manage, and
             | people check out and check in once in a while to see where
             | it's at.
             | 
             | > I tried the game about eight years ago but it didn't run
             | well on my laptop
             | 
             | Care to try it now? I've been playing Alpha 26 for a few
             | weeks, and I _actually_ love it.
        
         | wsgeorge wrote:
         | It works very well. I used to run the Alpha 23 on my old
         | Windows 10 device, but I got Alpha 26 a few weeks ago for my
         | Intel Mac.
         | 
         | No noticeable bugs affecting my single player gameplay, except
         | a few quirks with ship movements (they tend to overlap, which
         | makes it look unnatural)
         | 
         | I have also noticed that clusters of units tend to look smaller
         | than their actual number, so it might be a similar issue as
         | I've noticed above. From someone who still enjoys the AoE 1 Ex,
         | 0 AD is a really amazing game.
        
           | Phlogi wrote:
           | Thanks, how is the learning curve in comparison to AoE2 DE?
        
             | wsgeorge wrote:
             | I figured out the basics before bothering to read the docs,
             | so anyone who played classic RTSs will get off to a good
             | start.
             | 
             | Some specifics about this game that make it unique:
             | 
             | 1. You cannot build anything any where. There's the concept
             | of a "region of control" that surrounds your Civic Center
             | (Town Center equivalent) that marks the borders of your
             | settlement. Building right on the borders expands it.
             | Exceptions to this rule are made for docks, outposts Roman
             | army camps (if you play as a Roman)
             | 
             | 2. Besides mounted and siege units, your soldiers are also
             | your builders/resource gatherers. Citizen soldiers. Non-
             | combatant builders/gatherers are female citizens. As
             | soldiers gather experience from fighting, they become more
             | capable soldiers and less capable citizens.
             | 
             | 3. The default UI uses traditional, civ-specific names for
             | units and buildings (with English equivalents as
             | secondary), which can be jarring at first. I swap them to
             | make deciding on what to build easier.
        
               | heavyset_go wrote:
               | > _2. Besides mounted and siege units, your soldiers are
               | also your builders /resource gatherers. Citizen soldiers.
               | Non-combatant builders/gatherers are female citizens. As
               | soldiers gather experience from fighting, they become
               | more capable soldiers and less capable citizens._
               | 
               | You can also train mercenaries who can only fight and not
               | work.
        
       | lagniappe wrote:
       | Age of Empires ignited my passion for these games, but 0AD
       | captured it just by sheer ubiquity and accessibility. That says
       | something, to me.
        
       | heavyset_go wrote:
       | I actually prefer 0 A.D. to any AOE game, now.
        
         | taopai wrote:
         | Me too. When I found it during the pandemic, it was like "Wow
         | this game has everything I dreamt about when I was a little kid
         | playing AOE". Capturing buildings and other awesome features!
        
       | m00x wrote:
       | [flagged]
        
       | doctorpangloss wrote:
       | How did this find players? People want "more Age of Empires II"
       | (and to some extent more Age of Mythology). In the most literal
       | sense of those words. 0AD got there earlier.
       | 
       | Other previous discussions
       | (https://news.ycombinator.com/item?id=10684532) were about
       | pathfinding in this game. The pathfinding in AoEII is something.
       | It's neither naturalistic, immersive, nor intellectually
       | stimulating, which would be goals of mine and probably the
       | average game designer in 2023. I'm not going to say how I really
       | feel because I don't want to be downvoted over something stupid.
       | The important thing is people love this pathfinding. It's worthy
       | of copying.
       | 
       | 0AD: People love more of the same. Another free & open source
       | example is Pokemon Showdown. People want original untainted
       | Pokemon so badly that Pokemon Showdown still has concurrents in
       | the tens of thousands. Who wants to play competitive Wikipedia?
       | Nearly a million people a day do.
       | 
       | Commercially: There was an audience for "more Breath of the Wild"
       | before TOTK: Genshin Impact. League of Legends is more than a
       | decade old now. Counter-Strike is almost as old as 0AD. Old
       | reigns supreme.
        
         | feldrim wrote:
         | The pathfinding discuss was good. I remember that around
         | 2008-2010, I read the Killzone AI related papers and
         | presentations. Basically, all the planning, tactics were based
         | on pathfinding algorithms. Because, if you find the shortest
         | path by scoring the nodes, if you add multiple layers - like
         | line of sight as a triangle- you can also update the scores,
         | which eventually help the character move most optimal path:
         | short but safe path.
         | 
         | The idea made it possible to convert the graph into either way
         | finding meshes or influence maps, a great abstraction layer to
         | build complex scenarios on top.
         | 
         | What makes me sad here is that, even though the paper written
         | for 0 A.D. is newer than the paper I had read around 15 years
         | ago, it is primitive. It is also a good thing as it is a low
         | hanging fruit here for game devs. But I am not sure if there is
         | enough interest for game devs here.
        
         | CoastalCoder wrote:
         | Tangent about bad pathfinding:
         | 
         | Another game with really frustrating is (still pre-release) Age
         | of Darkness.
         | 
         | Units typically get slaughtered if they traverse uncleared
         | regions of the map. But you can't tell them not to, and you
         | can't even see ahead of time what pathfinding will choose for
         | them.
         | 
         | It's amazing how much cognitive load is added by having to
         | prevent units from doing super-stupid stuff.
        
           | sesm wrote:
           | But if pathfinding is too smart, then it becomes hard to
           | micro-control the units, see StarCraft 2 vs StarCraft Brood
           | War.
        
             | bee_rider wrote:
             | N.B: Age of Darkness is an inherently player-vs-environment
             | game (Survival RTS... it is sorta like They are Billions if
             | you've played that). So, I think super high action-per-
             | minute PVP style gameplay is not really the goal.
        
             | doctorpangloss wrote:
             | StarCraft is a great example because we can talk about it
             | now without the threat of ultras. Like its audience has
             | gone away, people only feel nostalgia for it but they don't
             | really play it anymore. It's easier to talk about the
             | objectively bad and clunky things about it.
             | 
             | I personally don't think micro, as it exists in StarCraft,
             | is interesting or even worthy. It only made that game
             | harder in ways that were not fun. Which is too bad, because
             | it was a phenomenally engineered RTS engine (starting with
             | WC3) that brought us many other game formats in its custom
             | scenarios.
             | 
             | Compare to Supreme Commander, which had very sophisticated
             | pathfinding and in my memory more interesting micro.
             | Compare to all MOBA formats, where if you're going to have
             | WC3/SC style micro, you might as well focus on micro of one
             | unit. There were many ideas that came after StarCraft that
             | are in an important way, objectively better.
             | 
             | It has a lot of other clunk. The way you have to manage
             | resource gathering. The unit building queues and how
             | spending occurs. The spellcasting. The selections. It has
             | so much legacy.
             | 
             | StarCraft 2 had to cater to a very specific eSports skill
             | base that probably led to it going into the same level of
             | obscurity as EverQuest: Gen X people still have strong
             | nostalgic feelings for it, but they don't play EVE Online,
             | they're not 20 anymore with oodles of time and no
             | responsibilities, they don't want hard permadeath single
             | instance experiences. They want something much gentler but
             | they still feel very positively about like, this one clunky
             | thing they may have mastered a long time ago when their
             | brain power was so much more plastic.
             | 
             | Is the AoEII engine similarly as worthy as SC2, like from a
             | technical engineering point of view? In my opinion, no. So
             | besides the existence of an ultra audience, I don't think
             | there's a good reason to celebrate the crappy pathfinding
             | anymore.
        
               | qu4z-2 wrote:
               | StarCraft is a lot more fun to watch than SupCom though.
        
               | dumpsterlid wrote:
               | [dead]
        
           | bee_rider wrote:
           | This sort of RTS sub-genre (of which They Are Billions is the
           | only other example I can think of) probably needs different
           | unit AI than a typical RTS.
           | 
           | In case anyone is not familiar with these games, you are
           | building a base, the map begins unexplored and is populated
           | by monsters which will attack you in waves, so it is a sort
           | of inherently player-vs-environment, very asymmetrical game.
           | 
           | Because the enemies are basically expendable and your units
           | aren't, your units should... try not to sacrifice themselves
           | so much. They should avoid the fog-of-war areas unless
           | explicitly instructed to go there. Melee units should flee
           | when injured. Ranged units should stay out of melee range.
           | Total War unit AI (where ranged units typically skirmish by
           | default) might be a better starting point than Age of Empires
           | style unit AI.
           | 
           | Although, it is a niche within a niche, so I guess I'll take
           | what I can get, haha.
        
             | 3np wrote:
             | * * *
        
           | doctorpangloss wrote:
           | This stuff has been solved by middlewares like Unity for
           | ages.
           | 
           | > bad
           | 
           | What I really wanna get into: the cognitive dissonance of
           | being a programmer and an AoEII ultra at the same time.
           | 
           | Game mechanics do have a certain objective truth to them.
           | They are also pieces of software, they follow a lot of the
           | same rules as Gmail and Instagram and whatever. As a matter
           | of objective reality: when your game does not aspire to
           | specifically be clunky - this distinction is sometimes called
           | "QWOP" - it seems valid to say, okay, this pathfinding is the
           | word you used. I have the wisdom to not use that word you
           | used in this forum to describe something people feel ultra
           | about. But it is true.
           | 
           | People feel so strongly about bugs and clunk in their social
           | media YouTube drip. The same ADHD personalities love clicking
           | around villagers! I mean what a "something" piece of
           | gameplay.
           | 
           | I wonder how to harness the resources poured into something
           | like 0AD to make "Better AoEII" or "Better AoM." I'm not sure
           | how often that question is asked and how it is answered.
           | That's why this cognitive dissonance matters.
        
             | lukevp wrote:
             | Your phrasing and word choice is very peculiar. It's a bit
             | difficult to follow what you're saying to me. For example,
             | you say you're an AoEII ultra. Is this an ultra fan? Or
             | ultra what?
             | 
             | > People feel so strongly about bugs and clunk in their
             | social media YouTube drip. The same ADHD personalities love
             | clicking around villagers! I mean what a "something" piece
             | of gameplay.
             | 
             | If I had to rephrase this section based on my
             | understanding, I would interpret it to say something like:
             | Often, people are bothered by bugs and other issues that
             | happen in commonly-used apps like Facebook or YouTube, but
             | when these bugs manifest in video games, it's viewed as
             | part of the character of the game. For example, the
             | micromanagement of villagers that's required due to bad
             | pathfinding in AoE II (to prevent them from running under
             | turrets and such).
             | 
             | Is that correct? Any ideas why your phrasing would seem so
             | foreign to me? I'm very curious why.
        
               | doctorpangloss wrote:
               | > Is this an ultra fan?
               | 
               | Yes
               | 
               | > you say you're an AoEII ultra
               | 
               | No. I can't say how I really feel about the game.
               | 
               | > it's viewed as part of the character of the game
               | 
               | Yes.
               | 
               | > I'm very curious why.
               | 
               | People feel very, very strongly about their nostalgic
               | retro childhood fun cozy times like playing AoEII.
               | They're ultras, right? It's like talking about football.
               | It can be perilous.
        
               | jaredhallen wrote:
               | I see where you're coming from, but (in my opinion)
               | you're over indexing on the issue. If someone gets bent
               | because you said some video game has bad pathfinding, so
               | what? Seems like their problem. It isn't a mean spirited
               | or unreasonable thing to say.
        
         | nephanth wrote:
         | 0ad is always the first listed package of linux distro repos
         | (in alphabetical order). That might have helped with
         | discoverability
        
           | scrapcode wrote:
           | Ye ole Yellowpages marketing trick!
        
           | doesthiswork23 wrote:
           | [dead]
        
         | silisili wrote:
         | I found it years back looking for games in the repo. The only
         | two were tux racer, and 0ad. Been playing it off and on ever
         | since(not so much tux racer).
        
         | smcleod wrote:
         | I remember discovering 0AD from it being installable from
         | package managers in various distros maybe 12-13 years ago.
        
         | [deleted]
        
         | npunt wrote:
         | Back in the day when I was working on another RTS of the era
         | (Dark Reign 2), pathfinding was the bane of our existence. We
         | weren't able to dial the pathfinding in because we'd pivoted
         | late in the development cycle from the more innovative but
         | complex 'walk anywhere on a 3d terrain' design to the ship-it-
         | quickly traditional grid unit placement of 2d RTS'. This was
         | the era of 2d RTS' transitioning to 3d, so everything was new
         | and a bit harder than anticipated.
         | 
         | Just that one thing of having sub-par pathfinding made the game
         | far worse, I'd guess at least a full point off a 10-point game
         | rating. I believe we had to slow the whole pace of the game
         | down because the player had to babysit units as they moved,
         | which made the game far different from its extremely fast-paced
         | predecessor and which the players expected from a sequel. I
         | played DR2 again recently and it doesn't hold up almost solely
         | due to pathfinding and the pacing that results.
        
           | en3r0 wrote:
           | Remember playing that demo over and over as a kid! Really
           | cool that you worked on it.
        
           | KptMarchewa wrote:
           | On the other hand, specific, suboptimal pathfinding is like
           | 80% of a Brood War charm. The game without die decades ago if
           | dragoons and zerglings would blob optimally.
        
         | somethoughts wrote:
         | I'd say a key element for me was that it is multi-OS (even
         | installs on Google supported ChromeOS Linux Developer Mode),
         | does not require any store account, does not require crazy
         | powerful external GPUs and still supports LAN only mode.
         | 
         | This meant I could setup a LAN party by dusting off a
         | collection of semi-retired Windows, MacOS and Chrome machines.
        
           | bombcar wrote:
           | I'd love to configure a PXE boot server so you could have a
           | LAN party in a box.
        
         | tm-guimaraes wrote:
         | People play showdown because of easy UX for netplay on both
         | official, fan formats or old formats. It's not about "untainted
         | pokemon", and more about "build a team without grinding and
         | have an online matchmaking with different formats". So, that
         | one in particular is a bad example.
        
           | doctorpangloss wrote:
           | > It's not about "untainted pokemon"
           | 
           | It's not about original ideas in Pokemon either.
        
             | tm-guimaraes wrote:
             | How not so? I don't get what you mean. Supports every new
             | thing and has new formats. Only one gimmick was disabled in
             | the devs/smogon formats on the previous gen as it did work
             | very well for those (but was great in the official ones) So
             | I would really like to know what you mean by it not about
             | the new.
        
       | ransom1538 wrote:
       | This game is awesome.
       | 
       | This is the only game me and my son(7) play together. It amazing
       | for little kids. They learn history, building resources, building
       | alliances, and destroying the dad empire.
       | 
       | I wish it was possible to play online multiplayer :(.
       | Unfortunately, the people that play online are pretty elitist.
       | Just reject your offers to play, setup the game for you to lose
       | on join, etc etc. The multiplayer "collect resources" is not very
       | fun - it would be awesome to start with 50k each and just create
       | an awesome battle. I don't want to spend 2 hours collecting fake
       | trees - only to have the opponent destroy me in 2 seconds. You
       | can't do any strategy since you will never get to the stages
       | where that matters.
        
       | hedgehog wrote:
       | 28,827 commits. GitHub mirror of the code:
       | 
       | https://github.com/0ad/0ad
        
       | jonbaer wrote:
       | For those interested in RL portion,
       | https://trac.wildfiregames.com/wiki/GettingStartedReinforcem...
       | and https://github.com/0ad4ai
       | 
       | There has also been some work to establish a geospatial
       | intelligence class using the game engine as well
       | (map/market/resource analysis).
        
       | [deleted]
        
       | [deleted]
        
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       (page generated 2023-05-26 23:00 UTC)