
Filling the map with things worth fighting
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.
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.
16 posts · page 2 of 2

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.