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 much of this might be familiar to anyone who’s read my modder’s diary before.
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 this is how I’m planning to implement my secondary ‘Power’ or Energy resource.
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 of what faction they’re playing.
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 mod for StarCraft 2 intended to prototype and experiment with this idea. Mostly for my own edification, I’m going to write up a brief and broad overview of the project, outlining the theme, salient features, inspirations, and my overall goals for… Read More