ABSTRACT - Part 1
In developing the space-based RTS game AI War: Fleet Command, I encountered an unexpected design challenge: namely, I hadn't anticipated the issues that would be caused by setting the game in space. I've played many great games set in space, but most have either been action-oriented (Star Wars, etc), or very slowly paced (Homeworld). The first and largest issue that arose was creating a sense of location in a non-action-oriented game.
Designing Games In A Vacuum, Part 1: Terrain & Positionality
ABSTRACT - Part 2
Continuing the discussion from the first part of this article. Discusses the challenges of making unique spaceships memorable, RTS-genre issues caused by the lack of walls in space, and unit balance in a cooperative game.
Designing Games In A Vacuum, Part 2: Units, Walls, and Caps
In developing the space-based RTS game AI War: Fleet Command, I encountered an unexpected design challenge: namely, I hadn't anticipated the issues that would be caused by setting the game in space. I've played many great games set in space, but most have either been action-oriented (Star Wars, etc), or very slowly paced (Homeworld). The first and largest issue that arose was creating a sense of location in a non-action-oriented game.
Designing Games In A Vacuum, Part 1: Terrain & Positionality
ABSTRACT - Part 2
Continuing the discussion from the first part of this article. Discusses the challenges of making unique spaceships memorable, RTS-genre issues caused by the lack of walls in space, and unit balance in a cooperative game.
Designing Games In A Vacuum, Part 2: Units, Walls, and Caps
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