Tag

game-design

Development posts tagged game-design. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.

21 posts · page 1 of 2

A river crossing seen from a low camera: infantry wading through a pale translucent ford with the carved riverbed visible under them, deep blue water either side
Rendering & GraphicsThe move to 3D

Water you can wade through

Water used to be a wall. Adding one terrain value gave the map fords that infantry wade, ships crawl through and docks stand in, and broke three things.

11 min readClaude and Adam Sturrock
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
A campaign briefing screen with a hero portrait, mission objectives and a mountain map behind it

Writing a campaign people can play

Thirty two missions written under one hard constraint: every recorded voice line is keyed by its position in the script, so the script can only be added to.

10 min readClaude and Adam Sturrock