This is by no means meant to be a complete reference for WaW (that's Worlds at War, the name of our game). That being said, if you see something that's missing, please post a reply here and I'll try to put it in here as soon as possible. Therefore this thread will be open for posting until spam becomes a problem...please post questions elsewhere, even if they pertain to the overall game.
So, here goes:
Worlds at War is currently in development; you can see the Dev team here. The main idea is to combine classic RTS strategy with FPS action. The game is heavily multiplayer, although we will be releasing a single-player campaign, probably before the multiplayer part of the game. Players can play over a local network, and later we plan to add support for internet play.
Players will join a game and be divided into two or more teams. Regardless of how many people are playing, one person on each team will become the RTS commander. This person (we will refer to him as "the RTS guy") is in charge of gathering resources, making buildings, creating units, and performing other strategic tasks that an RTS player does; this includes commanding the army he builds, with the exception of FPS players, which is explained next. RTS guys will have an overhead-style view, like most RTS games.
FPS people will be distributed between the remaining teams. Let's say we have ten people playing the game, and two teams. This means that there are eight people to be distributed among the two teams, since two people are the RTS people (one for each team). FPS players don't have to be evenly distributed between teams, although they normally will be, unless perhaps there is a significant difference in skill level between the players.
FPS players control units in a first-person or third-person style view (the view is changeable). A first-person view is generally used for units with mostly ranged weapons, while the third-person view is mainly for melee units as well as machine/heavy or very large units as well as air units. FPS players start out in an overhead view like the RTS guy. When units start becoming available (the RTS guy produces them from a building), a FPS player may click on a unit to take control of that unit. Players may back out of controlling a unit at any time; this is to avoid people killing their units in order to gain control of a new unit, which would undoubtedly anger the RTS guy XD
Units not being controlled by FPS players are still controlled by the RTS player, just like in a traditional RTS game.
RTS players can assign units not being controlled by humans to be under the control of an FPS player; this takes a bit of the micro off of the RTS player's hands and gives it to the FPS players. FPS and RTS players will have a range of AI commands ranging from the simple 'run and attack' command to much more complex commands; this gives a squad with a FPS player in it a definite advantage over one being controlled solely by the RTS player, since the RTS player already has their hands full and therefore can not concentrate as much on the AI of a squad as a FPS person can.
Some ground vehicles and aircraft must have more than one unit inside of them in order to function properly. For example: an aircraft carrier may be able to carry aircraft without the aid of any units, but some of its defensive guns will not work without a unit manning them; this applies to such things as tanks and some light vehicles as well: you may be able to run over things with them, but depending on the vehicle you may not be able to perform secondary functions such as deploying mines or firing guns without the aid of a secondary unit inside the vehicle.
If you're planning on suggesting ideas for the game, please read the additional topics listed below.
Core - General Overview
Core - History Log
Core - Unit List
Third Race - Unit List
Chronolith - A "brief" History
Chronolith - Unit List
We plan on keeping WaW free....more details will follow!
Note that I'll try and update this as things change, but there's no guarantee!
Thanks for reading
-wyrmmage




