
Building custom games on an RTS: a lane race, a siege and an escape maze
A strategy game's custom maps now include a lane race, a hero siege and an escape maze. In one of them, standing still beat every strategy until a test said so.
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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.
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A strategy game's custom maps now include a lane race, a hero siege and an escape maze. In one of them, standing still beat every strategy until a test said so.

Cutscenes cut between two speakers without a camera placed by hand. One sign keeps every shot on the right side of the line, and a skip cannot split a match.

Players reported workers disappearing at the gold mine. They were inside, mining, for four seconds a trip. Now the mine lights up while anyone is in it.

A worker walking home with gold now wears a sack of it. Fitting one load onto a dwarf, a ratman, a scaleling and an elf took a chest bone and a measured back.

Every faction's walls are procedural 3D models in three upgrade tiers, drawn to match its buildings, with gates that open for friends and a pathfinder that knows.

Eight players and hundreds of units on an ordinary home connection, because the world never travels. Only what you clicked crosses the wire.

Ninety generated letters, traced to vector and shipped as drawable paths. Split the brief into topology and execution, and keep fill out of the skeleton.

The map used to be a flat plane with rock painted where you could not walk. Now the ground rises, cliffs block, ramps are the doors, and high ground sees.

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.

Nine factions, each one changing a rule of the map rather than a column of stats: creeping corruption, hidden tunnels, crystal power fields and six more.

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

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.