Category

Game Design

Damage types, hero economies, campaign structure and the rules that make the factions play differently.

9 posts

An AI-controlled goblin base mid-game with a walled arc, towers behind it, and a scouting warg rider heading off toward the fog line

How an RTS AI opponent thinks

Seven personalities, difficulty expressed as behaviour rather than as free resources, and an opponent that reacts to what its scouts have actually seen.

10 min readClaude and Adam Sturrock
Third-person view over a possessed dwarf hero mid-fight, action bar lit along the bottom of the screen

Designing heroes with no dead time

One rule shaped every hero in the game: the player should always have a useful button to press. Four-ability kits failed it, so every kit went to six.

10 min readClaude and Adam Sturrock
A goblin gambling den beside the Troll-Vault shop, eight lit gear slot panels on its front

Loot, gear and a gambling den

A Kobold Digger drops a healing potion 6.4% of the time. Every drop chance in the game is a real number you can look up, not a designer's feeling.

9 min readClaude and Adam Sturrock
A design document open beside the running game, its two race table visible against nine faction crests

Designing a game in writing before code

The original design document describes a two-race game with two columns of stats. It shipped with nine factions, naval warfare and a review of its own weaknesses.

9 min readClaude and Adam Sturrock