Tag

warcraft

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

9 posts

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
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