Exchange on the value of Hero Units in RTS
This small exchange is part of a broader series where I compile different writings I have done over the years on System Analysis of Real Time Strategy Games. Hopefully y’all stay around for the ride!
This small exchange is part of a broader series where I compile different writings I have done over the years on System Analysis of Real Time Strategy Games. Hopefully y’all stay around for the ride!
I have been rambling about these ideas just way too long in the twittersphere to not have a more concise place to explain myself. The machine that moves the world is Desire (Desideratum), the desire at individual’s level, the desire at institutional level, the desire at cybernetic systems level. That desire can be defined as … Read more
The Great Wastes, or as was called in development “Forgotten Bastion”, is a map which saw a lot of changes through development and even more changes after it was delivered to the IH Team, and the end result is just gorgeous, which speaks volumes of the artistic capabilities of the team at King Art! Even … Read more
Struma River comes from a one of a package of map layouts ideas and sketch that I did for King Art and was heavily modified to accept a new spawn (the 1v1 ones to the right), because after the success of Zeppelin Crash we felt more daring to doing map designs which might have been … Read more
It might not seem like it, but Zeppelin Crash just just such an incredibly challenging design to create, teams are divided diagonally inside a mirroried asymmetrical map!! The core idea of the map came internally from an existing pool of potential map ideas, tho I believe from Justin Zwack. And it was very, very hard … Read more
Oil Spill was the first map I got to create and work on while at King Art Games, and it was rocky as I was very much getting used to the internal tools for its creation, but I had basically complete (ish) control of the visual direction given that the tileset/environment came from one of … Read more
The standard Lorem Ipsum passage, used since the 1500s “Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse … Read more
“Stinking wretched place, from what once was a calm lake now putrid gases emanate, gases which are collected to fuel our Holy Imperial Death Machines.” Kapala Mire is my second and kind of sadly the last bit of work that I could do for Dawn Of War 3’s community because of time constraints. It is … Read more
Naxos is my first take on Dawn Of War III & the Essence Engine, it utilizes some very straight forward design paradigms with the two central highgrounds surrounded by plains fomenting players to fight for the highground advantage, all the while being open and large enough for armies to skirt around each other and get … Read more