Wayward Strategist
agents

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...

a_screen001

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...

post-apocalyptic-city-ruins-fantasy-hd-wallpaper-1920x1200-7524

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...

Post-Apocalyptic-Wallpaper-171

I’ve written before about how I see RTS games lie along a sliding scale of economics, with games like Sins of a Solar Empire or Supreme Commander at one end, and...

Fog of War

Almost since the inception of games, game designers have known that giving all participants universal and precise access to complete information about a game’s state can be a roadblock to the skill and fun...

refinery

Strategy games, especially those in the Real Time Strategy genre, tend to follow a common formula. In each match, the players start with limited resources: typically, a single “command center” structure...