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IronSquad
IronSquad-September 2024
Sep 21, 2024 7:51 AM

  

IronSquad

  Developer: Gigantic Games

  Publisher: Gigantic Games

  Release date: Fall 2001

  By T. Byrl Baker

  IronSquad is a multiplayer-only online real-time strategy game that is much more action-oriented than most RTS games in which the AI handles the combat. The game is designed to handle up to 16 players per side, with each controlling vehicles that pick up and drop off troopers. Troopers are the game's most valuable resource and are gained only when enemy troopers are picked off.

  The most noticeable aspect of IronSquad is the overall simplicity of the design. Instead of forcing you to manage dozens of different types of units, the game focuses on a small number of versatile units, each with special abilities that enhance that unit's tactical and strategic value. Some units can cloak; others have tractor beams or shields. Small vehicles like scouts can't carry as many weapons or troopers as a larger unit like the massive heavy tank, but they make up for it in speed and maneuverability. The APC, which can carry more than twice as many troops as the next largest unit, is heavily armored but completely undergunned, meaning it will need a lot of protection to get across the map and unleash its payload.

  Click for full size image Also, you will have more control over your units than you have in most real-time strategy games. In IronSquad, instead of sending a massive wave of units over hill and dale with a single mouse click, you "drive" each vehicle and use the mouse to rotate each vehicle's turrets and fire weapons. Skill at the controls will play just as large a role as tactical know-how, and if you are unwilling to learn how to work as part of a team, you will be lost.

  The rules are deceptively simple: All you have to do is use your troopers to occupy key enemy buildings for a specified amount of time. Of course, this isn't as easy as it sounds considering that buildings are heavily protected (sometimes by fixed turrets, which also can be occupied), and they can be bombed from on high. Also, new gameplay options will open up as you gain experience. Only high-ranking players will have access to the mobile command unit, which is the game's best vehicle. The MCU is basically a mobile fortress, which moves sluggishly but has nearly unlimited weapon power and the ability to carry more troopers than two APCs. It also refuels and repairs nearby units and has other useful abilities, but once destroyed another won't be respawned for at least 30 minutes.

  Click for full size image It's easy to see how the game's simple elements combine to create a complex whole. If you get a lot of kills, you will be rewarded with a lot of troopers that will help them take enemy strongholds, but once taken the winner just has that much more territory to defend. Even severely weakened enemies can muster their remaining troops and punch through an undermanned defensive position, slowly turning the tide of battle back in their favor.

  The action is rendered in full 3D from a top-down perspective, and the game engine can render everything from simple hills and valleys to complex cityscapes complete with skyscrapers and road networks. Screenshots released so far show terrain ranging from lush jungle to arid deserts, and the maps look big enough to allow for some real strategic possibilities. We spoke with IronSquad artist and producer John Nguyen and a few of the other team members about these possibilities and also about the current state of independent game design.

  Next: Q&A with IronSquad producer and artist John Nguyen

  

Q&A With IronSquad Producer and Artist John Nguyen

  GameSpot: Players get a new trooper in IronSquad for every kill they make. How did you balance the game so that winning players don't get an overwhelming advantage?

  John Nguyen: In IronSquad, each unit has differing troop-carrying capacity. That is balanced out with their unit attributes like speed, weapon temperature, engine temperature, and weapon strength.

  There are many roles each vehicle can play in IronSquad. If a player starts to rack up the kills, their opponents can see this in the player's panel that informs them of the number of kills every player has. They now have an enemy to target. The player who was once an offensive player now goes on the defense, relying on their teammates to defend and escort them to drop off their troopers into enemy strongholds.

  Click for full size image Once one side has the advantage, by controlling a majority of strongholds or buildings, it then must defend a larger area from being taken back by warding off feints and full frontal assaults from the losing team. The losing team only has to defend one or two bases, usually the ones closest to their respawn points. Thus, the time it takes for the aggressors to travel across the map gives the defending team time to recoup and plan.

  This could be a disadvantage in terms of gameplay. In this scenario, a game could last forever. To counter this, we've added a "Last Stand" timer. When one building is left on the losing side, a timer starts. The losing team must recapture another building for the timer to stop, or it will lose the game.

  GS: Can you tell us a little more about how the various unit attributes like cloaking and towing beams work?

  JN: Most units are equipped with the basic unit's attributes. These are cloaking, towing beams, shield, and repair. The MCU is fitted with these attributes and a resource beam.

  Cloaking allows a unit to become invisible to all players, including their own teammates.

  The towing beam, a tractor and repulsor, can push and pull other players and certain game objects. It is used to tow teammates to resource pads or pull damaged teammates away from a barrage of fire. Also, the towing beam holds an opponent in place while you destroy them.

  GS: What about MCUs? How does this unit fit into the game?

  JN: The mobile command unit or MCU seems to be an offensive powerhouse. But it is actually a great team support vehicle. There are a few in-game rules for the MCU. First, only high-ranking players can select the MCU. Usually these high-ranking players are team players, lending assist and a keen ability to take opponent strongholds or buildings. Also, if an MCU is used and destroyed, another cannot be selected for another 30 minutes. The MCU cannot drop troopers or bomb troops in buildings, but it can hold troopers for its teammates to pick up. Besides its powerful offensive stockade, the MCU will have the ability to recharge its teammates with the resource beam. The resource beam repairs and refuels teammates in its proximity.

  Click for full size image GS: Did you run into a lot of problems trying to balance out the energy requirements and engine temperature issues that weapons and unit attributes generate?

  JN: It took and still takes quite a bit of play testing to balance out each unit. Each unit's attributes are easily changed on the server side, allowing us to quickly update them while we do our beta testing.

  GS: The basic gameplay of IronSquad is pretty simple but allows for some complex strategies. Any hints for players just getting started with the game?

  Next: Understanding control mechanics and strategic elements

  JN: Think of IronSquad like a sports game. You have elements of action and strategy broken down to the entire team, to a squad, and to each player.

  To best understand IronSquad, new players should understand the control mechanics. The default control layout has the right hand on the mouse. The mouse is used to rotate your unit and its turret. The left hand is used to control your unit, speed, and [to] activate attributes or offensive commands on the keyboard.

  Communicate. It's always good to keep one eye on the tactical map and the other on the chat panel.

  And a comprehensive manual is available online at www.IronSquad.com.

  GS: Do you plan to implement any other units before the game is released?

  JN: Most all of the major units are already in IronSquad. We do plan to add a few more minor game objects before its release.

  GS: Are there any aspects of IronSquad that the team is particularly proud of?

  David Ancira: When I go home after work, and I can't quite keep myself from playing IronSquad, I feel very proud that we created it.

  Click for full size image Duong Nguyen: I'm proud of our great team cohesion through the adversity we've faced and our consistent promise to quality not just in our work but [in] ourselves.

  JN: I am most proud of our dedication and focus to our development despite all the adversities.

  GS: As an independent developer, what has been the biggest obstacle you've faced in producing your games?

  JN: One of the biggest obstacles that faced us in producing IronSquad is the independent nature of our development.

  Being an indie developer, you have to scrounge for resources where you can find them. Many developers with good intentions joined, [and were] compensated with only good faith for the game. This was great during the good times. But when real deadlines came around and we needed them, they bailed out. I feel that many garage developers see game development as a hobby. But unlike hobbies, a business cannot stop when it is not fun or more difficult than one imagined.

  Click for full size image GS: Has anyone inspired you to do what you've done?

  JN: We've been inspired by start-ups and independents like Crack.com.

  GS: Are there any games that influenced IronSquad?

  JN: We pay homage to one of the originators of combat/strategy games, Netrek. This is the game that greatly influenced IronSquad.

  GS: Were you hindered by technology in any way during the development of the game, or are the proper tools readily available for those willing to take the time to learn to use them?

  JN: You can find everything you need to know about developing a game on the Web and in readily available books. But knowing and doing are not the same.

  Next: Indie developers versus garage developers

  You have to dig and in some cases make it up. The only game development house I have been in is Gigantic. There are techniques I am not sure are the right industry methods, but [they] worked well for our title.

  Tutorials are key. You have to do the mundane tutorials. You might find that there are not many game development tutorials out there. This might be true, but there are numerous 3D modeling, mapping, and animation tutorials.

  GS: What tools were involved with the creation of IronSquad?

  JN: We mainly use MSVC, LightWave 5.6, Polytrans, Debabelizer, and PhotoShop. Also Flash and ColdFusion (aka Harpoon).

  GS: How much input do fans and beta testers have in your project?

  JN: Our beta testers are priceless to our development. I want to give many thanks to the first group of testers who gave us a chance: EGaDs!, the University of Texas at Austin gaming society. Our beta testers play a vital role in the refinement of IronSquad.

  Click for full size image GS: What do you think the future looks like for independent developers?

  JN: This is actually a great question. First, I want to say that I feel there is a big difference between independent developers and garage developers. In some cases, both are clumped together under the "indie" label. There are some "indie" developers who have received venture capital funding the likes of which we cannot even imagine, [considering] where we are at now. I feel that Gigantic is a garage developer. We have bootstrapped our game development by contracting as Web designers and stretched what would be chump change for some larger "indie" developers over the months.

  Now, all the more power to independent developers, garage or not. When I hear the words "indie game developer," as a gamer, I imagine developers who shed off the comforts of a normal life and take big risks to follow their dream. Indies put it all on the line. There is not [a] bed of cash to catch their fall.

  GS: Any tips for other independent teams who want to publish a game on their own?

  JN: This might sound obvious, but make it fun for you to play and really understand why it is fun. Others can see your enthusiasm if you are excited and enjoy your own game.

  Click for full size image There are many luxuries "indies" are not allowed. Every opportunity is golden. Be cautious though; opportunities are risks in themselves.

  GS: Are there any other projects in the works that you'd like readers to know about?

  JN: I would like to share with the GameSpot audience what Gigantic Games has in store for the future.

  One of the biggest limitations for developers large and small is the nature of how games are distributed. Now I am not stating anything new or unknown. This model has dramatic effects down to the developer level. Time to market, production cost, and many other factors alter the path of the developer's vision.

  Gigantic Games is developing the next groundbreaking game destination source. It's titled GIGANTICX. Unlike the new crop of game portals or game service providers, our mantra is to modernize the distribution and delivery of computer game industry quality titles via the Web. We are integrating information technology with a game developer's know-how to [create] GIGANTICX.

  Click for full size image What can a player expect? Anytime, anywhere games. Not so-so Web games we have come to expect, but titles designed by computer game developers. There is too much of a rift between the casual Web games and the hard-core online games. We are working toward bringing these two elements together. Games, like any other applications, can take advantage of the technology designed for ASPs (application service providers). Indie Games Week »

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