Software:Fire and Darkness

From HandWiki
Short description: Cancelled real-time strategy video game
Fire and Darkness
FireDarkness.png
Developer(s)Singularity Software
Platform(s)Microsoft Windows
ReleaseCancelled
Genre(s)Real-time strategy
Mode(s)Single-player

Fire and Darkness is a cancelled three-dimensional real-time strategy video game developed by Singularity Software. The game consists of a player controlling one of two factions, and their main mission is to defeat the enemy faction to secure the planet's resources.

The game's development started in 1996 and lasted for three years, with developers working mostly on summer. Although the project was incomplete, it became the first game to win the Seumas McNally Grand Prize at the Independent Games Festival of 1999.[1] The development team invested time, but no money into the project. However, the game was later cancelled indefinitely. There has since been talk of a future port, using a modern engine.

Gameplay

Fire and Darkness is a real-time strategy video game played from a three-dimensional perspective. The player controls one of two factions, and their main mission is to defeat the enemy faction to secure the planet's resources.[2] To accomplish this mission, the player spends resources (defined in-game as terajoules) to build combat units and facilities used to engage in war against their opponents, or to produce more resources. According to the demo released by Singularity Software, five planets were featured in the game, and both factions shared the same type of combat units and facilities.[3]

The game incorporates a player-controlled camera system that can be rotated and zoomed at will; this allows the player to view the world from above, from the ground, or anywhere in between. Combat units (both ground units and aircraft) have inertia incorporated into their physics programming, although it lacks polygon-level collision detection for every object.[4] The player can make their units move anywhere in the map, given that Fire and Darkness is not designed using a grid-like system like other contemporary games such as Warcraft II.[5]

Development

Fire and Darkness was developed by Singularity Software, an American studio composed of seven individuals.[2] David Scherer, Adam Stubblefield and David Rosenthal started working on the game as early as 1996, with Mark Feghali helping them craft the networking engine featured in the game. Ari Heitner later joined the team, focusing on the game's user interface, sound code and scenario design.[6] Ian Dale served as the main artist of the game, and Austin Huang provided the music.[6] According to Scherer and Rosenthal, the game was done within three years, with the team mostly working in summer given that all of them attended either high school or college.[7] According to Next Generation magazine, no money was spent producing the game.[7]

Despite its three-year development cycle, Fire and Darkness was not completed, and therefore never released.[8] David Rosenthal commented after winning the Seumas McNally Grand Prize that the game was "sitting on a hard disk taking up bits".[8] However, Rosenthal mentioned that he thought about developing a port of the game as a multiplayer real-time strategy game for tablets.[8]

Reception

Fire and Darkness became the first game win to the Seumas McNally Grand Prize at the Independent Games Festival of 1999.[9][10] It also received the Audience Choice award.[9] Next Generation named it a "kind of hybrid between Myth and Total Annihilation".[7]

References

  1. Benning, Victoria (1999-04-08). "Wizards in the World of Computer Warriors" (in en-US). Washington Post. ISSN 0190-8286. https://www.washingtonpost.com/archive/local/1999/04/08/wizards-in-the-world-of-computer-warriors/ad7b30b0-2eb4-4738-8868-5e5904c6aee8/. 
  2. 2.0 2.1 "Fire and Darkness". Singularity. 1999. Archived from the original on 8 May 1999. https://web.archive.org/web/19990508110149/http://singularity-software.com/. Retrieved 6 April 2014. 
  3. Fire and Darkness (demo). Singularity Software. 1999.
  4. Mukai, Keith (2 May 1999). "Previous Work". Off.net. http://off.net/seed/Seed/Docs/previous.html. Retrieved 13 April 2014. 
  5. Mukai, Keith (2 May 1999). "Integer vs. Floating Point Worlds". Off.net. http://off.net/seed/Seed/Docs/integer.html. Retrieved 13 April 2014. 
  6. 6.0 6.1 "Fire and Darkness". Singularity. 1999. Archived from the original on 8 May 1999. https://web.archive.org/web/19990508123643/http://singularity-software.com/contact.html. Retrieved 6 April 2014. 
  7. 7.0 7.1 7.2 "GDC's Cinderella Story". Next Generation. 19 March 1999. Archived from the original on 8 May 1999. https://web.archive.org/web/19990508200504/http://www.next-generation.com/jsmid/news/6146.html. Retrieved 6 April 2014. 
  8. 8.0 8.1 8.2 Polson, John (9 December 2013). "Independent Games Festival's 1999 finalists, then and now". Gamasutra. UBM Tech. http://www.gamasutra.com/view/news/206537/Independent_Games_Festivals_1999_finalists_then_and_now.php. Retrieved 13 April 2014. 
  9. 9.0 9.1 "1999 Independent Games Festival Winners & Finalists". Independent Games Festival (United States: UBM Tech). 1999. http://www.igf.com/1999finalistswinners.html. Retrieved 17 January 2014. 
  10. Sawyer, Ben (1 June 1999). "The First Independent Games Festival: Recognition Without a Million-Dollar Budget". Game Developer (United States: Miller Freeman). https://archive.org/details/GDM_June_1999/page/n1/mode/2up. Retrieved 7 February 2023.