
Cheat codes as a development tool
Twenty three cheat codes you type into the chat box, a commander who insults you for using them, and a hidden one that exists purely to film the game.
Tag
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 2 of 2

Twenty three cheat codes you type into the chat box, a commander who insults you for using them, and a hidden one that exists purely to film the game.

One hero, no base, no economy, and a door you cannot see past. Four things a strategy game quietly assumes had to be taken apart to make that work.

Twelve damage types against eight armours is ninety six numbers, and no player reads ninety six numbers mid-fight. Half of them do nothing, on purpose.

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.

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.

Creep camps, mercenary buildings and hero shops: the parts of the map that belong to neither side, and why an RTS map without them has a hole in it.

In April the camera stopped looking straight down. What a player got when a canvas RTS was rebuilt on three.js, and what the simulation never noticed.

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.

A language model gives orders every 12.5 seconds while an autopilot handles the second-by-second work. Where the boundary sits, and what it costs to run.