Wayward Strategist

Part 1: Single Player Part 2: Multiplayer Over the past two articles we’ve looked how map design and time can be used by designers to help the player interact with their...

In my last post we discussed how map design can greatly impact the quality of single player missions. At the end we came away with the conclusions that what we want...

Within the standard real time strategy genre (along the lines of Command and Conquer, Age of Empires and Starcraft) there is a real sense of progression as the game moves along,...

in real time strategy games, units tend to be, well, pretty stupid. They stand around doing nothing, unless ordered by the player. They have no motivations, no drive – shoot, in...

One of the most crucial aspects of the design of any game is its user interface. This is an incredibly broad topic, ranging from the game’s menu system to its in...

As a hobbyist modder, I think it’s more than a bit presumptuous to have a “developer diary.” I’m not a developer, I’m using existing art assets and existing game systems, and...

A couple months ago, I wrote up a thought experiment about a strategy game in which no resource was plentiful, a so-called “scarce-resource RTS.” Since then, I’ve been working on a...