• Imnecomrade@lemmygrad.mlOP
    link
    fedilink
    English
    arrow-up
    7
    ·
    edit-2
    1 year ago

    https://www.openra.net/about/

    The OpenRA Games (aka Mods)

    Games built using the OpenRA engine are known as “mods”. The OpenRA development team maintain the three official mods that can be downloaded from this website, but many more are developed and maintained by the OpenRA community.

    Tiberian Dawn

    An alliance of nations fights to protect Europe and northern Africa from a mysterious terrorist organization and the valuable but toxic alien mineral, Tiberium, that is slowly spreading over the world.

    The Tiberian Dawn mod focuses on fast and fluid play, taking heavy influences from modern RTS games with features like multiple-queue production.

    Red Alert

    In a world where Hitler was assassinated and the Third Reich never existed, the Soviet Union seeks power over all of Europe. Allied against this Evil Empire, the free world faces a Cold War turned red hot.

    The Red Alert mod focuses on strategy, providing a range of units and tactics to conquer the land, sea, and air.

    Dune 2000

    Three great houses fight for the precious spice melange. He who controls the spice controls the universe! Establish a foothold on the desert planet Arrakis, where your biggest threat is the environment.

    The Dune 2000 mod currently focuses on providing an experience that is authentic to the original game.

    Tiberian Sun

    The next major goal for OpenRA is to support the second generation of Command & Conquer games, starting with Tiberian Sun.

    The game engine features to support Tiberian Sun are still in development. The mod is not included with the OpenRA installer, but the source code is available in our GitHub repository. Please note that we do not provide support for incomplete development builds.

    Building Custom Mods

    Find community mods on ModDB

    OpenRA is designed as a general purpose RTS game engine with strong modding support. The OpenRA Mod SDK provides tools to develop and release your own projects. Each new OpenRA release brings many improvements and fixes created for, and by, the modding community. A collection of community-built mods and games can be found on OpenRA’s ModDB page.

      • DengsCats@lemmygrad.ml
        link
        fedilink
        arrow-up
        11
        arrow-down
        1
        ·
        1 year ago

        Red Alert 2 introduced the soviet union to my child brain who barely knew English. Coming from a Muslim country, I already knew the allies were bad so 10 year old me assumed the soviet union are the good guys in the red alert universe. It’s not all bad haha. Looking back at the red alert cut scenes, they really did Stalin dirty

            • Imnecomrade@lemmygrad.mlOP
              link
              fedilink
              English
              arrow-up
              1
              ·
              edit-2
              1 year ago

              The world is your oyster. You can make all sorts of mods with any story and atmosphere.

              It sounds like you may be interested in potentially making a mod (or you are just interested in someone else making one, in which case the following resources should be helpful to such a person). You will probably need to learn C#, PowerShell, shell, etc. and work with this SDK:

              https://github.com/OpenRA/OpenRAModSDK

              You can look at community mods here to find examples to learn from and see what is possible:

              https://www.moddb.com/games/openra/mods

              You can click on one of the mods and potentially find their own git repository, such as this one: OpenE2140

              This mod used Lua as well: Generals Alpha

              To prove my point that you can make a mod with your own story and atmosphere, this mod is a (literal) bug swarm strategy game: OpenSA

              For the mod itself, you will be mostly programming in C# and sometimes another language if you decide to use one (it seems with this particular engine, modders tend to either use just C# or C# and Lua). Shell, make, and other languages are typically used for the packaging and installation/generation/compilation/etc. scripts/tools of the mod.