[HN Gopher] OpenRA - Classic strategy games rebuilt for the mode...
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OpenRA - Classic strategy games rebuilt for the modern era
Author : tosh
Score : 580 points
Date : 2025-01-25 18:55 UTC (1 days ago)
(HTM) web link (www.openra.net)
(TXT) w3m dump (www.openra.net)
| nadermx wrote:
| I play this often. If you play multi-player these build orders
| help
|
| https://forum.openra.net/viewtopic.php?f=82&t=21563
| tra3 wrote:
| Nice. Me and my son play coop against the bots and can never
| win. Maybe this will help.
| petercooper wrote:
| Great resource. This is my main problem with the game. It's so
| formulaic in the early stages and you really have to play to
| the meta to stand a chance of surviving past about ten minutes.
| Strategy doesn't really come into it unless you survive beyond
| a certain point.
| kingo55 wrote:
| I love how faithful this is to the original games but at the same
| time they've modernised the gameplay so that it doesn't feel it's
| age.
|
| When you go back and play the originals (even Red Alert
| remastered) the modernised gameplay added by Open RA becomes very
| apparent. I can't go back to the originals now.
| goosedragons wrote:
| Feel the same way with OpenRCT2. I could have sworn the
| original games had controls for speeding up and slowing down
| park time but nope. Going back to Roller Coaster Tycoon 2 I
| just can't play it at 1x speed anymore. OpenRCT2 just has some
| nice little fixed.
| bondarchuk wrote:
| That was so nice about the og though, you have to wait so you
| just spend the time building some technically useless but
| nice looking stuff. Fast forward kind of ruins that.
| hnlmorg wrote:
| To be honest, I always found Westwood strategy games to be very
| one dimensional compared to other strategy games even in its
| own era.
|
| I never understood why people loved them so much. Perhaps it
| was _because_ of their simplicity thus allowing for more
| mainstream appeal?
|
| Im sure I'll get downvoted by the Red Alert fans with their
| rose tinted glasses for saying this because a lot of people
| forget just how basic those games were. But I played a hell of
| a lot of strategy games back then (it was my favourite genre)
| and Westwood did some of the most simplistic games in the
| genre.
|
| Where Westwood excelled at was the presentation more than the
| game play. Great music, FMV in the later games, etc.
|
| Anyhow, I might check out this OpenRA project if they've
| tweaked the mechanics.
| intalentive wrote:
| C&C Generals is up there with StarCraft in terms of gameplay.
| And yes the RA music is some of the best ever game music. I
| still blast Hell March from time to time.
| hnlmorg wrote:
| That's from 2003 though. It is one of the last games in the
| series and was made after Westwood Studios had been
| disbanded and staff finally merged fully into EA LA.
| Westwood didn't even exist as a subsidiary of EA by that
| point.
|
| Whereas StarCraft was released in 1998. Which, if we are to
| use your examples, would make C&C 5 years behind StarCraft
| in terms of game play. Which is a hell of a long time given
| how games were evolving in the 90s and early 00s
| skhr0680 wrote:
| Dustin Browder was hired by Blizzard to direct StarCraft
| 2 after directing Generals. That's about as big of an
| endorsement that I can think of.
| Nales wrote:
| I think this is the same reason why people preferred a "Call
| of Duty" over "Return to Castle Wolfenstein: Enemy Territory"
| when playing a multiplayer FPS. You do not necessarily want
| to invest a lot of time to enjoy something.
|
| On a personal note, I really enjoyed "Dune 2000" and
| "Emperor: Battle for Dune" but I have never really been a
| huge fan of the "Age of Empire" series. Recently I tried
| "Impossible Creatures" and it was frustrating. I suppose for
| I am a very casual RTS player. Each to their own.
| jszymborski wrote:
| As someone who loved both C&C games and Impossible
| Creatures growing up and has played them recently, it
| mostly boils down to the flavour and soul of the game for
| me personally.
|
| It feels really cool to escape into these worlds, each unit
| and building feels alive and unique.
|
| They're mechanically not the best games, but that's never
| gotten in the way of the fun factor for me :)
| sgarland wrote:
| No, they are. RA2 and AoE2 came out within a year of each
| other, and it isn't even a contest. RA2 is fun, but it's so
| much simpler, and games are so much shorter.
|
| I still like RA2 quite a bit, but it's not in the same league
| as others.
| Aeolun wrote:
| > I still like RA2 quite a bit, but it's not in the same
| league as others.
|
| While I agree with the statement as written, what I take
| away from it is the polar opposite. RA2 is (to me) the best
| RTS ever created.
| sgarland wrote:
| No judgement - I like them both. What is it about RA2
| that you prefer to others? Also, YR or original?
| mft_ wrote:
| (Not the previous poster but) for me wth RA2 there's a
| slickness to the gameplay, the mechanics, the controls,
| and the graphics. I've tried to get on with RA several
| times (via OpenRA) but it never quite clicks for me - it
| feels old and clunky in comparison.
| semi-extrinsic wrote:
| Have you tried Beyond All Reason? It's a modern take on
| Total Annihilation, known for having a lot of "player
| comforts" that reduce the need for micro.
| mft_ wrote:
| I haven't, but downloading now - thanks.
|
| I've been intermittently grinding Mindustry recently...
| markus_zhang wrote:
| For me the RA satisfies my Cold War warfare fantasy.
| bee_rider wrote:
| I only played a little bit of Red Alert 2. And quite a bit of
| StarCraft, although non-competitively.
|
| The complexity difference was sort of interesting I think. I
| recall there was a lot more... stuff the units could do.
| Basic infantry for one side could lay down, take cover behind
| sand bags (maybe?), garrison in NPC buildings. Gain
| experience and level up. And these are just the most basic
| dudes.
|
| It is neat stuff that makes the game feel good to pick up and
| play. But designed in complexity in a game can get in the way
| of developing emergent complexity. I think this is
| particularly noticeable in an RTS, where there's already a
| lot going on.
|
| StarCraft Marines only really have like one thing they can do
| (stim), otherwise it's just positioning. This promotes the
| whole emergent "micro" gameplay skill. Which isn't to say
| micro doesn't exist in C&C (I have no idea what competitive
| play looks like there), but there are a lot of alternatives
| (Deploy them? Let them go prone?).
| rvba wrote:
| I knew a guy who was high level RA player and he said that
| the high level game mostly revolved around 2 types of
| units: tanks and dogs - where you would send the dogs to
| bait out first shot and then your tanks to finish the job.
|
| What Starcraft 1 does very well and what many other games
| cannot really emulate is the dynamics of units - that the
| battles can happen across the whole map - because few units
| are often still significant enough. There is obviously the
| whole "death ball" concept too - but Starcraft Brood War is
| full of mechanics that actually go against the death ball -
| for example siege tanks, or psionic storm that just
| annihilate clumped units. This never existed in Westwood
| games, what meant that most games were mostly just sitting
| in one place and building 50 tanks.
|
| The whole "you can garrison marines in a building" thing in
| RA2 was nice.. but at the end again it was static defense.
| wolpoli wrote:
| I felt that Westwood's strategy games were built around their
| single-player campaign experience. As a result, their story,
| FMV, and gameplay were designed to support that focus. The
| simplity meant that players could get into the game easily.
|
| However, this also meant that the gameplay wasn't well-suited
| for deep strategy or multiplayer, which was what RTS ended up
| being about down the road.
| doctorpangloss wrote:
| Well the best thing to come out of the RTS engines were the
| custom maps in SC1, SC2, WC3 anyway.
|
| Which is to say that so much money has been spent on those
| designers, whether at Blizzard or Westwood, or later in the
| near billion dollars that has been handed out to former
| Blizzard people starting their own thing. And then, some guy
| Tya in his bedroom in China designed better games.
|
| They should be credited for building communities first and
| foremost. It wasn't ever really about the games.
| twixfel wrote:
| The games did suck (somewhat) arguably but I loved them
| because I was young enough that I wouldn't have even known
| what you were talking about if you said the game was "1D" and
| the lore and world building was cool. I really liked/like the
| Tiberium stuff, especially the ultra grim TS. Shame C&C3 kind
| of undid all the grimness. I first played Command and Conquer
| on the Sega Saturn aged 6 that I had just got for my
| birthday, so there is huge nostalgia for me.
| josefx wrote:
| What timeframe are you looking at? Dune II was more or less
| considered the game that established the modern RTS format.
| C&C is mostly a refinement on the same gameplay loop (down to
| the spice/tiberium/ore harvesters).
|
| What I remember is a bigger scale for the fights, C&C let you
| control dozens of units at a time, Warcraft I and II let you
| control maybe 4 or 6 at a time. The unit cap was larger and
| you didn't have to spend half of it on resource gathering.
| cess11 wrote:
| Like I mentioned elsewhere, they were like Quake but as RTS.
| Easy to get into, fairly hard to master, extremely intense
| once initial contact with the enemy has been established.
|
| Yes, they're simple, factions don't differ as much as in
| Starcraft where they demand very different strategies and
| tactics, and there isn't as much power in 'microing'. One
| element that matters quite a bit is there's a hurdle to
| establishing a new base, it's not just to send away a cheap,
| fast unit, instead you need to spend a chunk on a slow
| special unit. This means that rushing a base has more impact
| in the early to mid game, and sometimes that's how you can
| stop an enemy attacking your base.
| vunderba wrote:
| I'm like that for Doom. I grew up playing id Software games
| (Wolfenstein 3D, Catacomb Abyss, Doom, etc). The Brutal Doom
| mod completely ruined the vanilla experience for me. It's just
| scatalogically absurd and dialed up the shock value to eleven.
| Great fun.
|
| https://en.wikipedia.org/wiki/Brutal_Doom
| MortyWaves wrote:
| What differences do you notice? The remastered has some
| terrible code behind its UI, you can just feel it.
|
| Menu hangs on start for up to 10 seconds for no apparent
| reason, people leaving the game during the "connecting to
| server" stage seems to make everyone else wait indefinitely
| usually forcing them to quit.
|
| On the multiplayer screen, tab between "Join" and all the other
| tab buttons and notice how each one moves a few pixels.
|
| Then the obscene inefficiencies overall. Sitting at the main
| menu not even moving my mouse gets the CPU hot enough to make
| the fans loud. During gameplay a 4v4 multiplayer match turns
| into one big lag fest about 15 minutes in.
| deadlyllama wrote:
| Does it play the single player mode cutscenes though? My PC was
| underpowered when I was playing Red Alert. Full screen, full
| motion video still seemed pretty amazing back then. "Hitler is..
| out of ze way"
| dfex wrote:
| If you have the original CDs, then yes, you can import all the
| cutscene media files (FMV, music etc.) during the install phase
| and it will play them just like the original, but they aren't
| included in the download for obvious reasons.
| cpressland wrote:
| I'd love a project like this, but for Red Alert 2. It works great
| on my Steam Deck but often stutters on larger battles. A modern,
| native, Linux port would be amazing.
| kingo55 wrote:
| There have been plans to bring RA2 to OpenRA for some time now.
| I second this.
|
| It'd be nice to also see support for Tiberian Sun and the C&C
| Remastered collection.
| cpressland wrote:
| Any sources? I'd be keen to see if I can help out, even if
| only financially.
| kingo55 wrote:
| It was posted below: https://github.com/OpenRA/ra2
|
| It works, but it's not an official release yet. Fwiw I
| haven't played this myself.
| 999900000999 wrote:
| https://github.com/OpenRA/ra2
|
| Works great on Linux
| cpressland wrote:
| I have seen this in the past, but I figured it was mostly
| abandonware given the lack of recent commits. I'll install it
| and check it out though, thanks for the suggestion.
| HelloUsername wrote:
| This might interest you (RA2 in the webbrowser)
| https://game.chronodivide.com/
| kingo55 wrote:
| Based on this open source project, modders have created an
| expanded universe encapsulating RA, RA2, Tiberian Sun, Tiberian
| Dawn and other lore into Combined Arms mod:
|
| https://www.moddb.com/mods/command-conquer-combined-arms
|
| Worth a look for a new fan made entry into the C&C universe. The
| scale of the mod is huge...
| ozarker wrote:
| Woah this looks awesome, thanks for sharing!
| blackeyeblitzar wrote:
| And you don't need the original game to play this, it appears?
| veidelis wrote:
| That's right.
| tetha wrote:
| Oh that first level caught me off-guard in a good way.
|
| Like, at first they fixed that weird error condition how you
| could detonate the tech lab Einstein is in, which broke a
| trigger and failed the mission. Now you just blow it up,
| Einstein is there and you can go from there.
|
| And then I continued with the normal motions of this mission
| and... no, not gonna spoil it. That was a great introduction of
| new content to the mission. And the second mission does it in a
| similar way. Hah!
| piyiotisk wrote:
| Thanks my favourite is tiberian sun and I was looking to find a
| way to play it on mac. I think with this I might be able to do
| it
| 1727706962 wrote:
| I've just finished both campaigns (and moving on to
| Firestorm!) on my M1 Macbook by running the game through
| https://www.portingkit.com/ .
|
| It guides you through installation and wraps the game in Wine
| and other layers as its own .Application for running on arm
| or intel macs. Porting Kit has bespoke configurations for
| compatible games.
|
| Also see https://github.com/Kegworks-App/Kegworks (formerly
| Wineskin, the upstream tech leveraged by Porting Kit without
| the bespoke angle) which i've used for various modern games
| to great effect.
| sandreas wrote:
| I wonder if they did implement C&C funpark command line easter
| egg (Dinosaur levels) and the Shift-Speaker-click Ant missions
| from C&C 2 mission packs :-)
| unixhero wrote:
| This is huuuge. Thanks a lot for mentioning it.
| scott_w wrote:
| It's not clear from the website but I've always been curious if
| these engines have community built assets that negate the need
| for real game assets. It would be really nice to sidestep the
| need to buy the games altogether (legally of course!)
| ellg wrote:
| In this case, EA released all the classic c&c games for free so
| its pretty easy to snag all the assets. I think the OpenRA
| launcher even has an option to download them for you.
|
| There are 3rd party mods with their own assets too though, its
| a pretty neat engine.
| cess11 wrote:
| Yes, it pulls them automatically, which is really nice.
| TuringNYC wrote:
| >> In this case, EA released all the classic c&c games for
| free
|
| Bless EA. I was wondering how this happened. I have wonderful
| memories of playing these games in the early 1990s and it has
| been doubly wonderful playing them now, with my children, in
| LAN mode.
| oaththrowaway wrote:
| My favorite RTS game of all time. Love the port. Run my own
| server for my friends group and it works great
| hypercube33 wrote:
| have they fixed the awful pathfinding bugs - especially the
| Tiberian Dawn ones make it play worse than the official dos one
| imo.
| wink wrote:
| I know people (rightfully) loved them for the gameplay (I was
| more of a WC2 and SC player), but _my_ favourites were the videos
| in RA3 with Tim Curry et al. It was just the right type of corny
| endlessvoid94 wrote:
| And Lando!
| BrouteMinou wrote:
| One of the best RTS out there. I go there every night to get my
| ass kicked once or twice before bed.
|
| I highly recommend it.
| dfex wrote:
| And I thought it was just me.
|
| I didn't get my first win until I chose Turtle AI with 40%
| handicap. After many months of "honing" my skills, I am now
| about 50/50 against Rush AI on equal standings, but I still
| have to play larger maps so that there is some lag before they
| can reach my base.
| vanviegen wrote:
| Just wait until you try playing online. That'll be an
| interesting experience.. ;-)
| hagendaasalpine wrote:
| I can recommend the RTS OpenHV, built on the OpenRA engine.
| https://www.openhv.net/
| tra3 wrote:
| I checked the link but I can't find anything on how it's
| different from the base game. What do you like about it?
| paulryanrogers wrote:
| From what I've read HV originally aimed to add things like
| supply lines, terrain heights, deformable terrain, and
| "player created landscapes". Since the original was cancelled
| and many of its ideas implemented elsewhere, this newer fan
| effort may not appear as innovative as the OG could've been.
| HelloUsername wrote:
| Previous discussions:
|
| https://news.ycombinator.com/item?id=28511076
|
| https://news.ycombinator.com/item?id=37553193
|
| https://news.ycombinator.com/item?id=31197091
|
| https://news.ycombinator.com/item?id=7730555
|
| https://news.ycombinator.com/item?id=26533422
|
| https://news.ycombinator.com/item?id=42823667
|
| https://news.ycombinator.com/item?id=23120677
|
| https://news.ycombinator.com/item?id=23342320
|
| https://news.ycombinator.com/item?id=14065021
| dang wrote:
| Thanks! Macroexpanded:
|
| _OpenRA - Classic strategy games rebuilt for the modern era_ -
| https://news.ycombinator.com/item?id=37553193 - Sept 2023 (169
| comments)
|
| _OpenRA: Open-source RTS game engine for games such as Command
| and Conquer_ - https://news.ycombinator.com/item?id=31197091 -
| April 2022 (80 comments)
|
| _OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt
| for the Modern Era_ -
| https://news.ycombinator.com/item?id=28511076 - Sept 2021 (199
| comments)
|
| _OpenRA Release 20210321 (and new website)_ -
| https://news.ycombinator.com/item?id=26533422 - March 2021 (10
| comments)
|
| _OpenRA: An open, cross platform and expandable implementation
| of Command &Conquer_ -
| https://news.ycombinator.com/item?id=23342320 - May 2020 (3
| comments)
|
| _OpenRA: AI Development Guidelines (2018)_ -
| https://news.ycombinator.com/item?id=23120677 - May 2020 (4
| comments)
|
| _OpenRA: Classic strategy games, rebuilt for the modern era,
| open source_ - https://news.ycombinator.com/item?id=14065021 -
| April 2017 (1 comment)
|
| _Show HN: OpenRA - RTS project that recreates Command and
| Conquer games_ - https://news.ycombinator.com/item?id=7730555 -
| May 2014 (40 comments)
| Ygg2 wrote:
| Heh. I still see they are using my localization library. Not
| much, but it does give me a small heart warming tug.
| cess11 wrote:
| To me multiplayer RA is like the Quake 1 of RTS, it's fast,
| chaotic and exciting, and OpenRA makes it trivial to get running,
| with some balancing and quality of life adjustments compared to
| the original.
|
| It would be awesome if someone managed to figure out something
| similar for Populous: The Beginning, which is a fantastic solo
| RTS and arguably even more chaotic than RA so multiplayer isn't
| as cleanly skill based as is common in the RTS genre. I can run
| it through Wine but it's always a bit messy to install on a new
| machine.
| cheeseomlit wrote:
| I would absolutely love to see the same sort of project for aoe2.
| There's OpenAge, but it seems like they're still pretty far from
| something playable.
| Cristan wrote:
| Maybe 0 A.D.? https://play0ad.com/ Its's closer to AOE1 in
| terms of historical period, but gameplay should be close
| enough.
| mtlynch wrote:
| I think 0 A.D. is a super cool project, but I found it pretty
| hard to learn.
|
| It made me appreciate how delicate a task it is to teach the
| player the mechanics of a game like AoE and how good a job
| AoE did at that. I felt like 0 A.D. isn't approachable in the
| same way.
| sapphicsnail wrote:
| Are there any newish RTSs that are active? It seems like there's
| way more users for older ones.
| timidger wrote:
| Beyond All Reason
| mdaniel wrote:
| someone submitted it
| <https://news.ycombinator.com/item?id=42826983> if anyone
| wants to discuss it separately
| killerstorm wrote:
| Best RTS for me, by far.
|
| 10x more playable than SC2.
| bloomingkales wrote:
| Why? SC2 is too physically exhausting for me. I like
| strategy, but I don't like how it makes me micro at all.
| killerstorm wrote:
| Yeah, in SC2 I could not micro units at all.
|
| In BAR micro feels quite good:
|
| * the game pace is overall a bit slower
|
| * projectile weapons actually take time to land
|
| * many quality of life features, in particular, ability
| to give a whole group of units an order to get to
| specific positions by 'drawing' where you want them to be
|
| * a lot more options for static defense play
|
| * different options - surround, ranged attacks, kiting,
| AoE weapons vs evasion
| Kerbiter wrote:
| Rusted Warfare Sanctuary Tempest Rising
| butler14 wrote:
| Doesn't exactly answer your question, but I am hoping zerospace
| is the 'next big thing' / thing to reinvigorate the genre
|
| Recent steam demo is super, super fun
|
| It's a shame aoe3 didn't manage to pull over the sizable aoe2
| audience and build upon it. That is basically the only major
| rts release in years. And it is really good but it was never
| going to be aoe2 and that's not good enough for that hardcore
| player base.
| warthog wrote:
| The site gets blocked by Phantom wallet extension for your
| information
| m4thfr34k wrote:
| First time I've ever seen this. Came to the comments to see if
| anyone else experienced that. I don't see openra in the
| blocklist but perhaps I need to look again.
|
| https://github.com/phantom/blocklist
| readyplayernull wrote:
| I've been playing Open X-Com + The X-Com Files, pretty addicting.
| Kerbiter wrote:
| I thought constant reposts of the same thing are not allowed on
| HN.
| prepend wrote:
| First time I've seen it despite being on HN for many years.
| Looks like last time was 2023, so seems non-constant to me.
| Narishma wrote:
| I feel like it gets posted at least yearly.
| Gormo wrote:
| So about the same rate as those New Year's celebrations
| we're constantly having.
| andrewstuart wrote:
| I loved the Command and Conquer games and played them for vast
| amounts of time.
|
| Don't seem to be able to play or replay any such real time
| strategy games now. Don't know what changed.
| nprateem wrote:
| You did I expect. I find it so much more difficult to play
| games now I know i won't live forever and times a-wasting.
| ZYbCRq22HbJ2y7 wrote:
| If I remember correctly, people used to mod RA and other C&C
| games to have custom models, like Tanya nude and such. I wonder
| if this was born from that.
| gatane wrote:
| The OST of this game is amazing. Make sure to download the
| official CD data from the freeware release, they are a blast.
| Havoc wrote:
| For those interested in CC games see also upcoming tempest rising
| game. Doesn't say as much but it's clearly a copy. Half CC half
| Tiberian sun vibes
| ghostpepper wrote:
| Now do generals
| The28thDuck wrote:
| This looks cool but intimidating - is this something that is
| accessible to beginners?
| self_awareness wrote:
| "Learning" is always accessible for beginners.
| shabgzer wrote:
| Great effort, love to see that the game preserved in this way.
|
| However, for me, the nostalgia wore off quickly. I no longer have
| the feeling of immersion I used to have when I was younger; I've
| become numb to the magic. What I see is pathfinding, a graphics
| engine, a sound player...
| tomw1808 wrote:
| It's because you need more tesla coils, brrzzing.
|
| Jokes aside, after reading a few of the official tounament
| strategies, its where the magic disappeared for me - its so
| much weight towards rushing over the enemy that wins every
| time, it kinda lost its bliss.
|
| Still, sometimes its fun to just play with some like-minded
| friends in a multiplayer game
| MortyWaves wrote:
| I really wish they'd use the HD graphics from the remastered
| version on Steam.
| bloomingkales wrote:
| Can I suggest something? Integrate this with some TTS and LLM so
| I can say "send my tanks north", that rough command should
| translate. I'm not a game dev, so it'll take me forever to even
| figure out where in the code to do this interception, but it's a
| dream of mine.
| worldsayshi wrote:
| Shouldn't be too hard to implement. The only hurdle would be
| that you need the user to host or pay for the TTS and LLM
| usage. So you need to ask the users for API key or add some
| payment solution.
| bzzzt wrote:
| Would you really need a complicated LLM just to bark some
| instructions to a game? There is a finite way of expressing
| instructions to the game, you don't want to get into a
| discussion about what 'my tanks' means in the middle of the
| action. Siri could do this in 2011 and later versions work
| fine on device without connectivity.
| hirako2000 wrote:
| Mechanics in real time strategy games are integral parts of
| it though.
| worldsayshi wrote:
| I would love to see the code of an on device implementation
| that could accomplish a similar task. Pre LLM I have never
| seen an app that can take a variety of voice commands and
| execute on them with a good user experience. Are there any
| good open source implementations that can run without
| depending on proprietary calls to the device?
|
| In fact I still haven't seen speech-to-command being
| implemented well in an end user app regardless of
| technology. Maybe I have looked at the wrong apps. I
| haven't used Siri to any large extent. Google home seems
| very gimmicky.
|
| I recently tried doing a small bit of STT and I was
| underwhelmed by the quality I get on device. I used
| Whisper. It was bad enough that I concluded that I'd
| probably need to call to a hosted service instead.
|
| And even if the TTS works really well, for most use cases
| you'll need to have an LLM reinterpret what your saying
| into commands.
| remram wrote:
| Pointing at where you want to go/who you want to attack/which
| thing you want to build is much less clunky in practice...
|
| I remember a game like you describe:
| https://store.steampowered.com/app/319740/There_Came_an_Echo...
| (from 2015, so speech recognition wasn't that good)
| vunderba wrote:
| I'll assume you meant speech recognition and not TTS. I'm also
| assuming you intended for the LLM to act as the intent
| classifier which isn't totally unreasonable although it may be
| a bit overkill.
|
| Given the precision you'd need to set the target
| unit(s)/coordinates/waypoints - I just can't see this being
| very useful.
|
| https://www.youtube.com/watch?v=yt8XYV-IKxY
|
| A fun use of voice recognition I've seen before (Skyrim had it
| for shouts) is using your voice to cast spells though.
|
| _EDIT: Also forgot to mention, at one point I had a utility
| that you could map voice commands to keyboard shortcuts which I
| used in Microsoft Flight Simulator for commands like setting
| trim, adjusting fuel-air mixture, deploying flaps, etc._
| bloomingkales wrote:
| Yes my mistake. We're talking about a feature for a game, so
| useful, you know, what is useful? I want to walk around my
| room like a General and shout orders.
| vunderba wrote:
| Sure I get you - I think it'd be a fun gimmick. But the
| reality is you'd be a general where all of your
| subordinates are half-deaf and constantly misinterpreting
| your orders.
|
| Good premise for an Abbott and Costello skit though.
| toast0 wrote:
| You might want to try Odama on gamecube. Sort of an RTS with
| voice commands and pinball.
|
| https://en.m.wikipedia.org/wiki/Odama
| iamsanteri wrote:
| I've been playing OpenRA for over a year now. After all the
| hardcore triple-A games this is the one I've settled on. Maybe
| because I played it as a kid when it came out. It's pretty
| balanced and the community is awesome. Despite it being very
| unforgiving at start, as you get up to speed it becomes amazingly
| deep and competitive. So much fun!
| tomw1808 wrote:
| I love this.
|
| Not that I play it often, however, I guess its the memories.
|
| I remember when RA was released and I was glued to my screen, at
| home or at lan parties. Multi player or Skirmish, always
| fantastic way to kill some time with quality game play.
|
| This and blobby volley :)
|
| I love that they fixed so many of the shortcomings of the
| original gameplay in OpenRA. It's really fun to play.
| bobheadmaker wrote:
| Ahh... that's nostalgia coming back
| pylua wrote:
| Thanks for sharing this. I'm really excited to see scrin here!
| nprateem wrote:
| Something about the RA aesthetic always looked a bit cartoonish
| to me. All the other titles had better graphics. I was never sure
| what it was...
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