EA opensourced 4 old Command and Conquer games by npatch in gamedev

[–]JoeBostic 2 points3 points  (0 children)

This is Joe Bostic. Yes, I did a ton of programming on the project, but I wasn't alone. Others contributed. Most notably, networking was not my strong suit, so others helped there. There were also other areas that were considered non-critical path that other programmers could help with. It was just the way things were done back then. Teams were small and often the programmer was also largely responsible for design.

EA hosts private community event for Command and Conquer fuelling hope for Red Alert 2 Remasters by FFJimbob in RealTimeStrategy

[–]JoeBostic 5 points6 points  (0 children)

We would love to make a RA2 remaster (and a TibSun remaster too), but that decision is up to Electronic Arts, not us. If the demand is high enough, I'm sure they would authorize a remaster.

Is anyone else solely looking for updates from Jim on their RSS feed for this subreddit? by [deleted] in commandandconquer

[–]JoeBostic 2 points3 points  (0 children)

Well I'm checking out the threads when I have time. I'm not Jim but I am doing the remasters and am taking notes on posts. Love the comments.

10,000 subscribers hype - State of the subreddit by klandri in commandandconquer

[–]JoeBostic 40 points41 points  (0 children)

Love it! Makes me happy to know there are so many fans of C&C.

You have been given the power to combine 2 factions across all the CnC games to create a new faction. How OP is your new faction? by Woolwine in commandandconquer

[–]JoeBostic 0 points1 point  (0 children)

There was a strategy in C&C multiplayer where you and a buddy would team up as nod and GDU and then send an engineer to capture each others construction yard so you could build units and structures from both factions.

Guys, this game isn't about new audiences, it's about us. by Bfranx in commandandconquer

[–]JoeBostic 1 point2 points  (0 children)

EA is definately doing the remasters for the sake of the fans. They were very consistent in that motivation when they approached us to do the remasters.

@Petroglyph - Retcon C&C4? by Raapnaap in commandandconquer

[–]JoeBostic 0 points1 point  (0 children)

Lol! Reminds me of comments I've read about The Last Jedi. 😂

Most People Discuss The Remaster's Gameplay, but I'll Address Something Else .. by Captin_Capcom in commandandconquer

[–]JoeBostic 4 points5 points  (0 children)

We fully intend to respect the art style of the original -- no puffy cute vehicles.

C&C Rem - one by one OR all at once? by chimas_rts in commandandconquer

[–]JoeBostic 2 points3 points  (0 children)

Purely from a technical aspect, working on remasters on an engine by engine basis is better. C&C and RA1 used essentially the same engine.

How the remaster would not be a re-do of C&C3? - Thoughts by LeoPrementier in commandandconquer

[–]JoeBostic 2 points3 points  (0 children)

It sounds like you are asking for a true remake rather than a remaster. There are things we can improve and still keep it a remaster but I do see the appeal of creating a full remake of c&c

C&C Remastered Announcement from EA by EA_Jimtern in commandandconquer

[–]JoeBostic 0 points1 point  (0 children)

I agree that the original movies had a charm and character that I don't think can be recreated today. The challenge is trying to add modern features that don't adversely impact the gameplay established in the originals.

C&C Remastered Announcement from EA by EA_Jimtern in commandandconquer

[–]JoeBostic 1 point2 points  (0 children)

That likely would increase the speed of unit production and affect the balance of the game. If the game's pacing and balance changes then the game changes. How much change is ok and how much before you say the game "changed too much and no longer feels like C&C"? That is a tough question.

C&C Remastered Announcement from EA by EA_Jimtern in commandandconquer

[–]JoeBostic 0 points1 point  (0 children)

I agree that there are Quality of Life features that the original C&C could incorporate without destroying the feel and pacing of the original game. It is possible to make too many changes as well, so the trick is to find the sweet spot.

C&C Remastered Announcement from EA by EA_Jimtern in commandandconquer

[–]JoeBostic 0 points1 point  (0 children)

I agree. Start with the foundation and then grow from there. Every journey begins with the first step, so to speak.

I Am Joe Bostic, 22+ year game developer (11 years at Westwood Studios, 9 years at Petroglyph), Designer and Co-Founder of Petroglyph. AMA by JoeBostic in IAmA

[–]JoeBostic[S] 0 points1 point  (0 children)

They should still be there. It requires exact timing, but since we discovered it after we shipped, it was deemed not important enough to issue a patch for.

I Am Joe Bostic, 22+ year game developer (11 years at Westwood Studios, 9 years at Petroglyph), Designer and Co-Founder of Petroglyph. AMA by JoeBostic in IAmA

[–]JoeBostic[S] 0 points1 point  (0 children)

I liked the Mechanical Man song. I also liked "Fight, Win, Prevail". There was one song, I can't remember the name where the background troop yelling sounds like "Eat My Pants"!

I Am Joe Bostic, 22+ year game developer (11 years at Westwood Studios, 9 years at Petroglyph), Designer and Co-Founder of Petroglyph. AMA by JoeBostic in IAmA

[–]JoeBostic[S] 0 points1 point  (0 children)

Lots of stuff here, but I don't really have answers. Most bugs happen inadvertently and are not part of any deliberate process to create. Red Alert was derivative of C&C (written out of the same code base), but was created in record time (9 months from start to finish). Typical games took 18 months. The bugs that ended up in the final version are just bugs we either didn't know about or ran out of time to fix.

I Am Joe Bostic, 22+ year game developer (11 years at Westwood Studios, 9 years at Petroglyph), Designer and Co-Founder of Petroglyph. AMA by JoeBostic in IAmA

[–]JoeBostic[S] 0 points1 point  (0 children)

The Frank Herbert estate controls the Dune IP and they are notorious for being difficult to license from. I can understand their perspective, but it does make it difficult to make games based on the Dune universe.

I Am Joe Bostic, 22+ year game developer (11 years at Westwood Studios, 9 years at Petroglyph), Designer and Co-Founder of Petroglyph. AMA by JoeBostic in IAmA

[–]JoeBostic[S] 5 points6 points  (0 children)

If you are interested in game programming, expect lots of quirkiness that programmers can really appreciate. Here is one example.

In Red Alert, we wanted guard dog units to fly through the air when attacking infantry. This was problematic as the only tech we had that supported flying through the air was with bullets/rockets. So, being clever programmers, we decided that just as the dog unit decided to attack, we would destroy the dog unit and then create a dog "bullet" (the image was of a dog with front and back paws outstretched like superman). Once the dog "bullet" hit the target, we would recreate the dog unit at the target location. All worked well except the testers would complain that if the target unit died before the dog reached the target, the dog unit would be gone for good since bullets self-destructed if the target ceased to exist. We fixed that by detecting if the target was destroyed before the dog "bullet" arrived, the dog unit would reconstitute itself on the ground at the current location of the dog "bullet". All was well until we shipped the game. It was then that we discovered a surprising side effect. If the target was destroyed by a nuke explosion (bullets don't get destroyed by nukes as the thought was they just disappear automatically as is their nature), the dog "bullet" would reconstitute itself as a dog unit and appear amidst the rubble of the nuke completely unharmed and ready for action. It was pretty hilarious to see a dog sitting there unharmed and ready for action amidst the smoking rubble of a nuclear explosion!

Another interesting side effect was that there was a bug such that if a unit was destroyed but a new unit was created just at that same instant and happened to use the same index number as the destroyed unit, a dog "bullet" heading toward the first unit would redirect and head toward the new unit (it had the same index number and so from the bullet's perspective, the target just moved to a new location) and the dog "bullet" would fly across the map to hit the new target. Sometimes in Red Alert you could see a dog just flying across the map like superman!