The Second Antarean War is a multiplayer team-based real time strategic battle simulator. It simulates battle between spaceships in fully accessible 3d space. As an admiral, you can call in different types of ships for different situations. The game aims to be played against other people, not the game itself. The 3d navigation, order queues, smart orders and no limits on build queues aim to hide the visible user interface completely and allow you to focus on the battle at hand. You can join any battle in progress at any time. Some battles start small and grow in player size and in their importance to universal scale. The universe is persistent. Each battle has an impact on how well your faction does. Winning battles progresses the war and earns you medals, rank and respect from people you play with and strikes fear into players you fight against. Good hunting.
Istrolid has its design origins in RTS, so we looked carefully at many of the conventions of the genre to determine whether they should be included in...
why fog of war is bad?
I know its been awhile and I'm sorry for that, but I've been really busy. With 2aw in fact. I looked at trends in the gameing industry and saw that more...
a new direciton
For a time that seemed to stretch to aeons after the latest funerary procession had passed, Joachim Noa lingered at the cliffside among the siffa bushes...
typhon - part 1 - by alex
In 2aw I have a problem with scaling and zooming. I am not playing with the ships at all! I am playing with radar dots, ship ranges and icons and its...
zooming problem
Recently I have switched 2aw's simulation to pure integer maths. This makes math computation the same on all platforms. It does not matter how the compiler...
switching to integers
Here i try to think about the UI in 2aw by drawing a similar UI on top of Starcaft screen shot. Key points i try to stress are Full Zoom, icons when zoomed...
thoughts about interfaces
Katana was concepted to be a fighter-bomber combo. It eventually became a heavy interceptor for the USN. it is larger than a fighter, but smaller then...
life of a concept
One problem you get in any kind of RTS and in 2aw in particular is blobbing. Blobbing is when you take a blob of units and hurl it at your opponent. The...
the blobbing problem
I always had a problem with my clouds not looking realistic enough. My clouds were looking like they where made out of triangles. As one would turn around...
making clouds look better
Long time without some screen shots of what we are working on. Lots of things have went on in the game. I have just started working on shaders - i hope...
alpha screen shots
Starcaft is the most popular RTS of all time. Just recently I got into an discussion on how StarCraft implements networking. We where talking about two...
about starcraft networking model
Because 2aw is a tactical game - there is no resource gathering and no building on the map - there needs to be some thing interesting on the map to make...
thoughts on 2aw maps
Many RTS games have a info panel in thier HUD. This panel is used to display many different types of information, mostly about the in-game units. Using...
info in the 2aw hud
In the quest for the best rock shape, I went to the next best thing - marching cubes. Marching-Cubes is an algorithm to convert a 3D math density function...
marching cubes: generating rocks
Second Antarean War (2aw) uses the lockstep model. This is an older model used in many RTS and early FPS games. Basic premise is that each client runs...
lockstep model
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