Game Dev Game Mac OS

Posted on  by

Create amazing experiences using the powerful suite of game technologies built to harness the full capabilities of Apple platforms. Spanning from high-level to low-level, these technologies offer a wide array of graphics, gameplay and social features to make your titles even better.

Sprite Kit is a 2d game engine for creating apps for iOS / Mac OS devices. Sprite Kit comes included with Xcode and since it is developed by Apple, developers can be assured that future versions of the iOS / Mac OS support their past projects.

ARKit

Build unparalleled augmented reality experiences for hundreds of millions of users on iOS and iPadOS, the biggest AR platforms in the world.

  • Game Dev Tycoon is a business simulation game available for Windows, Mac and Linux as well as on the Windows 8 Store. In Game Dev Tycoon you replay the history of the gaming industry by starting your own video game development company in the 80s. Create best selling games. Research new technologies and invent new game types.
  • Oct 31, 2020 The most popular versions of Game Dev Tycoon for Mac are 1.5, 1.4 and 1.3. This application was developed to work on Mac OS X 10.7.5 or later. The latest installation package takes up 60 MB on disk. The software lies within Games, more precisely Simulation.
  • You can make games on Windows, for example using Unity which can build to iOS. But to publish to the Apple Store you need to build the game using Xcode on a Mac. If you have a friend with a Mac you could just use theirs to do the publishing.

Metal

Maximize the graphics and compute potential of your games with Metal, which provides the best access to the GPU on iOS, macOS, and tvOS.

SceneKit

Use this fully featured high-level graphics framework to create 3D animated scenes and effects in your games.

SpriteKit

With SpriteKit, it’s easy to create high-performance, power-efficient 2D games.

ReplayKit

Enable players to share gameplay recordings or broadcast live games to players and viewers online with this easy-to-use framework.

GameplayKit

This framework provides a collection of essential tools and techniques used to implement modern gameplay algorithms.

Model I/O

Integrate physically-based materials, models, and lighting for SceneKit, GameplayKit, and Metal with Model I/O.

Game Dev Tycoon Mac

Game Center

Take advantage of Game Center, Apple’s social gaming network. Gamers can track their best scores on a leaderboard, compare their achievements, and start a multiplayer game through auto-matching.

Game Controller

Integrate your games with MFi game controllers and take advantage of other modes of input. Learn how to add support for physical D-pads, buttons, triggers, joysticks, and more.

On-Demand Resources

Create smaller app bundles, enable faster downloads, and add up to 20 GB of additional content hosted on the App Store.

Apple Arcade

We’re looking for games that redefine games.

If you’re working on a groundbreaking, unreleased game and would like it to be considered for Apple Arcade, we’d love to hear from you.

Close Combat
The official logo of the franchise as used in the third game of the series
Genre(s)
Developer(s)Atomic Games
CSO Simtek
Strategy 3 Tactics
Publisher(s)Microsoft
Strategic Simulations, Inc.
Matrix Games
Creator(s)Keith Zabalaoui
Platform(s)Microsoft Windows, Mac, Xbox, Wii
First releaseClose Combat
January 1, 1996

Close Combat is the name of a series of real-timecomputer wargames by Atomic Games. In the Close Combat series, the player takes control of a small unit (platoon or company sized) of troops and leads them in battles of World War II from a top down2D perspective.

History[edit]

Close Combat was developed as a computer game version of the acclaimed Avalon Hill board game Advanced Squad Leader (ASL). The primary consultant for the morale model was Dr. Steven Silver, a specialist in combat-related trauma. Atomic Games had already developed several games for Avalon Hill, such as Operation Crusader, and Stalingrad. However, with Avalon Hill embroiled in a financial crisis that would ultimately lead to its demise, Atomic Games took what work they had completed, severed ties with the board game franchise and completed the game's development for Microsoft. The first three Close Combat games were notable, at the time, for being among the few games published by Microsoft. The final two games in the original series were, however, published by Strategic Simulations, Inc (SSI).

Close Combat I and II were distributed for both Microsoft Windows and Apple Mac OS. Later versions were released for Microsoft Windows only.In 2005, Atomic Games was bought by Destineer. Destineer licensed the game to Matrix Games to develop three more Close Combat titles. Matrix Games hired first CSO Simtek and later Strategy 3 Tactics to develop these titles.

Game Dev Game Mac OS

The five original Close Combat games were real-timecomputer wargames, with a top-down perspective and two-player capabilities. Each was set in a different European theatre of the Second World War. Each game included a mixture of infantry and armoured units, whilst the later games also included artillery, mortars and air support. Although viewed from a top-down perspective, the later games modelled terrain elevation, and included buildings with multiple floors and viewable sides. The overall tone emphasised realism, and modelled the emotional or physical state of the soldiers and equipment which included, panicked, berserk, burning, incapacitated, pinned and many others.

Games[edit]

YearGamePlatformNotes
1996Close CombatWindows, Mac OSFirst Close Combat game released. Set in Operation Cobra
1997Close Combat II: A Bridge Too FarWindows, Mac OSSet in Operation Market Garden
1998Close Combat III: The Russian FrontWindowsSet in the whole Eastern Front (1941-1945)
1999Close Combat: Battle of the BulgeWindowsSet in The Battle of the Bulge
2000Close Combat: Invasion: NormandyWindowsSet in Operation Overlord
2004Close Combat: MarinesWindowsFirst modern day Close Combat game. Only available to members of the USMC
2004The Road to BaghdadWindowsFirst commercial modern day Close Combat game
2005Close Combat: First to FightXbox, Windows, Mac OS X, WiiFirst and only game to be a first person shooter.
CancelledClose Combat: Red PhoenixWindows, XboxBased on the Red Phoenix novel by Larry Bond. Planned for release in Q4 2005 but got cancelled
2006Close Combat: RAF RegimentWindowsModern day Close Combat game. Only available to members of the RAF
2007Close Combat: Cross of IronWindowsRemake of Close Combat III: The Russian Front
2007Close Combat: Modern TacticsWindowsRemake of Marines and last commercial modern day Close Combat game
2008Close Combat: Wacht am RheinWindowsRemake of Close Combat IV: Battle of the Bulge
2009Close Combat: The Longest DayWindowsRemake of Close Combat V: Invasion Normandy
2010Close Combat: Last Stand ArnhemWindowsDevelopment (Remake) based on Close Combat II: A Bridge Too Far and The Longest Day; developed by Matrix Games.
2012Close Combat: Panthers in the FogWindowsFirst game to feature 32-bit graphics. Set in Operation Luttich
2014Close Combat: Gateway to CaenWindowsFirst release on Steam. Set in Operation Epsom
2019Close Combat: The Bloody FirstWindowsFirst 3d game in the series. Set in the Tunisia Campaign, Operation Husky, and Operation Overlord

Gameplay[edit]

The game contains a number of gameplay elements:

  • Mental condition: Close Combat used a psychological (morale) model for each individual combatant. The combatant's morale would be affected by factors such as being near officers, being supported by other units, being under fire, taking casualties, and being left without orders. Troops would be Stable when they were in no danger; Cowering when pinned down by enemy fire; or Panicked when surrounded by dead comrades, wounded or near enemy flamethrowers. The use of a psychological model made certain tactics, common in RTS games where the units will follow suicidal orders, impossible in Close Combat. For example, attempting a 'rush' in Close Combat would result in units seeking cover, refusing to obey orders or even deserting.
  • Experience: In Close Combat, reserve units or newly replaced troops would fire and move more slowly and be more likely to panic. Because of this, they would be unlikely to prevail against veteran troops. This is unlike most RTS games where all troops of a particular type act similarly.
  • Ammunition levels: The game also modelled the amount of ammunition each unit possessed. Troops in a heavy fire-fight would quickly run out of ammunition. Once out of ammunition they would resort to bayonet fighting, or surrender to any enemies that approached them, although they could also scavenge weapons or ammunition from fallen friendly and enemy soldiers. This is in contrast to most RTS games, where units have unlimited ammunition supplies.
  • Scavenging: Starting from the third installment in the series, soldiers that expended all ammo could be moved into close vicinity of dead soldiers to take their ammunition. If no ammunition was present at times they would pick up whatever weapon the dead soldier had. Enemy weapons could be picked up as well. However, enemy ammo cannot be scavenged by itself.
  • Physical state: In Close Combat, troops could be Healthy; Injured by enemy fire (in which case they would move and fire more slowly); Incapacitated if enemy fire caused the soldier to be unable to fight; and finally Dead. This is in contrast to most RTS games, where units fight and move regardless of their closeness to death.
  • Stamina: In Close Combat, troops could be Rested; Winded after exerting themselves, in which case they would move slowly until they were rested again; and Fatigued, after prolonged exertion, slowing them down for the rest of the battle. This is in contrast to most RTS games, where units do not tire.

Tactics[edit]

The factors above meant that the game required realistic military tactics, such as careful placement of troops in cover, ambush, advancing under cover and using terrain or smoke-screens to cover advancing troops. Effective management, such as keeping teams near their officers, not sending green recruits on assaults and maintaining fire discipline so as not to run out of ammunition were also necessary for the player to prevail.

Game Dev Software

Players also have to make effective use of combined-arms tactics to be successful in Close Combat. Infantry assault require support from machine guns, tanks, and mortars, to suppress enemy fire. Armor units also require screening from infantry units. Although they possess superior firepower, tanks are vulnerable to ambushes from bazooka or panzerschreck units, especially in close quarters such as a town or forest, where the ambushing infantry can wait to have a shot at a tank's vulnerable flank or rear armor. Tanks are also vulnerable to fire from concealed anti-tank guns, or ambushing tanks, which may wait to fire until the enemy presents his flank or rear.

Multiplayer[edit]

All versions except Close Combat: Modern Tactics offer only one vs one multiplayer. Modern Tactics offers three on three and Close Combat: Marines offers four on four, although these versions added more multiplayer ability.

Remakes[edit]

Four of the five original games, A Bridge Too Far, The Russian Front, The Battle of the Bulge and Invasion Normandy have since been remade with new units and maps, updated graphics (maps and sprites) and sound, updated map editors, menus, as well as fixing the compatibility issues that the older iterations of each game had with modern operating systems. Each remake, with the exception of Last Stand Arnhem, also includes the original version of the game that can be played without any of the additions included in the remake.

Reception[edit]

Close Combat was commercially successful,[1] with worldwide sales of roughly 200,000 units by 1999. Zabalaoui said that the game outsold Atomic Games' earlier efforts by around ten to one.[2]

Like its predecessor, A Bridge Too Far achieved worldwide sales of roughly 200,000 units by 1999. Atomic Games' head Keith Zabalaoui said that the first two Close Combat titles each outsold the company's earlier games by around ten to one.[2]

In the United States, Close Combat III sold 45,438 copies during 1999,[3] and was the year's best-selling wargame.[4]

The first five Close Combat games totaled 1.2 million units in sales by April 2004.[5] By 2018, the combined sales of the series' 17 entries had surpassed 5 million units.[6]

References[edit]

  1. ^Coleman, Terry (October 1997). 'Does Microsoft Know Games?; Briefing'. Computer Gaming World (159): 307, 309.
  2. ^ abBates, Jason (February 4, 1999). 'Close Combat: The Interview'. IGN. Archived from the original on June 13, 2002.CS1 maint: discouraged parameter (link)
  3. ^Staff (April 2000). 'PC Gamer Editors' Choice Winners: Does Quality Matter?'. PC Gamer US. 7 (4): 33.
  4. ^Dunnigan, James F. (January 3, 2000). Wargames Handbook, Third Edition: How to Play and Design Commercial and Professional Wargames. Writers Club Press. pp. 14–17.CS1 maint: discouraged parameter (link)
  5. ^B2B Staff (April 2, 2004). 'Due nuovi titoli targati 'Close Combat' per Take2'. Multiplayer.it (in Italian). Archived from the original on August 23, 2004.CS1 maint: discouraged parameter (link)
  6. ^Robinson, Joe (February 6, 2018). 'Matrix & GOG Are Bringing Back Close Combat'. Wargamer. Archived from the original on February 18, 2018.CS1 maint: discouraged parameter (link)
  • Trotter, William R. Microsoft Close Combat – A Bridge Too Far: Inside Moves. Microsoft Press. ISBN1-57231-634-9.

External links[edit]

  • Close Combat series at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Close_Combat_(series)&oldid=1020973690'