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As someone else pointed out, this is a follow-up to Dune 2 which I believe you're thinking of.

Dune 1 laid the groundwork there though; initially it's a point-and-click adventure game of sorts, but later on in the game it changes and becomes a game of resource management / harvesting, army building and combat, as well as terraforming.

I could never wrap my head around the late game though; I believe the objective of the game is to make the world green again, but green areas don't produce spice. But the Emperor demands ever-increasing shipments of spice, if you don't meet the quota it's game over.

Mind you I was young when I played it so I probably didn't fully understand what was going on. I'll do a readup on it, it probably didn't age well / takes significant time to do a full playthrough.

edit: I didn't realise they released Dune 1 and 2 in the same year; this either means development on Dune 2 was already underway, or they built the engine and game within that one year. Unfathomable nowadays, even with the indie space and tooling being able to move fast.



re Dune 1 and 2 in same year: At some point Dune 1, developed by Cyro interactive, was officially cancelled and Westwood (so a totally different studio) got a crack at developing it. But it turned out Dune 1 kept on getting secret funding as well, and wasn't cancelled when the higher ups found out. So we were kind of lucky to get both of them.


It was two teams working in parallel the one from Virgin and the other from westwood. Both publishers had the "dune license".

The wiki page about dune 2 reveals more insight into the timeline: https://en.wikipedia.org/wiki/Dune_II#Development

Funnily enough the developers of Dune 2 thought Dune 1 was cancelled and were suprised when the Cryo team released early.


From memory - spice fields aren't infinite. So you convert spent fields into greens.

And I think the game ends when you take out the Harkonnens anyway.




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