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Entries Tagged as 'Design'

Grand Theft Peculiar Institution

September 25th, 2008 · 11 Comments · Crispy Gamer, Design

Evan Narcisse has posted the skeleton of a design document over at Crispy Gamer. Though not fully fleshed out – he’s a writer, not a designer – it’s a provocative proposal for an open world action/RPG type game. As we talked, the high concept came into focus: You play as a slave escaping from a […]

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Forcing Battle

September 16th, 2008 · 1 Comment · Design, Imperium

The latest post from Michael Akinde on the combat model of Imperium deals with how battles actually transpire. The best part: Perhaps the most common situation when two sides meet is that one of them withdraws from battle. In this period, it was almost impossible to force a battle on a reluctant enemy, and the […]

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Solium Infernum Updates

September 14th, 2008 · 2 Comments · Cryptic Comet, Design, Preview

Just a reminder that the last month or so has been chock full of design diary stuff about Vic Davis’s upcoming Solium Infernum. Some highlights. My design goal was to incorporate both known and hidden information into a system that let you try and get a feel for how combats might resolve but had enough […]

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A Question of Leadership

September 2nd, 2008 · 6 Comments · Ancients, Design, Imperium

War is a human endeavor, and the quality of the humans in charge matters. The challenge for game designers has been how to separate the impact of the leader from the quality of the troops under him. What is Patton’s value added to a well trained armor division? How much of Prussia’s power was based […]

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Under the Hood

August 27th, 2008 · 1 Comment · Ancients, Design, Imperium

Michael Akinde, developer of the still not finished Imperium – Rise of Rome, has started blogging about some of the design details of the combat model in his game. The starter post can be found here, and his thoughts on how to reflect troop types and tactics here. From the second post: The scouting factor […]

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Mark Noseworthy Points Out the Obvious

August 27th, 2008 · 3 Comments · Consoles, Design, RTS

PC real time strategy games don’t work so well when ported to console platforms. So don’t expect to see Company of Heroes on your 360 any time soon. But Dawn of War II isn’t a traditional RTS, so it might work.

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