Modder’s Diary – Name Changes and Milestones

Back in July,  I wrote a post covering the progress I’ve made on my StarCraft 2 mod, whose working title was “Remnants.” In one short month, I’ve come a surprising way (given how slowly I’d been working, any progress feels like a lot) and I wanted to share it with anyone who might be interested.

Remnants Modder’s Diary – The State of the Mod

I’ve been hard at work on my first StarCraft 2 mod, Remnants, lately, and I’m excited to share what I’ve currently got implemented. Also, I’m putting to paper my road to actually getting this little game into peoples’ hands. Some units have changed slightly since the last time I wrote about the Constructor’s Tier 1 tech level, but…

Remnants Modder’s Diary – Core Game Systems Detailed

Last year I drafted a (semi) formal post talking about my plans to produce My first SC2 Arcade project: “Remnants”. I followed up with early descriptions of both factions and covering each faction’s Tier 1 units (though I have since changed some of the Dendrites Tier 1 units and added some to the Constructors). Now, since I’ve…

RTS Design Thought – Control of Tactical Outcomes

I have this theory I’ve slowly been developing about RTS games design. I touched on it briefly in my overview of action RTS AirMech, and again in my first “RTS Design Thought” article where I briefly discussed the implications of economic automation. I suppose I need to, at some point, sit down and write it…

Some thoughts about the power system in Remnants

One of my primary goals in designing my first StarCraft 2 mod, currently operating under the name ‘Remnants‘ is to encourage players to maintain an awareness and force presence in multiple areas of the map. And while I am working on implementing a variety of methods for encouraging this behavior, one of the primary systems for…

More Mechanics: Weather and Terrain

Recently I’ve had some great discussions about various real time strategy mechanics that have popped up a few times but went away. I really enjoyed the conversations so I decided to write a series about them and try and build on my thoughts. I’ll be calling the series “More Mechanics” and hope to look at…

Mechanical Parity in Remnants Faction Design

One thing that I tend to take issue with in RTS design is the concept of the “easy” or “beginner” faction, or when factions have drastically different requirements in terms of mechanical complexity or demand. Ideally, for balanced multiplayer, all players would be taking roughly the same amount of actions over the course of a match regardless…