Updates: March 18, 2009

So, we’ve been heads down in crunch mode on the ‘other’ game for a while now — there’s a light at the end of the tun­nel at least, but in the mean­time, I’ve been chug­ging away on CSO, mainly on the design and archi­tec­ture of the game.  Some of the high-level details that were still a bit fuzzy have become alot clearer now, par­tic­u­larly with how I want to see the over­ar­ch­ing ‘macro’ game to play out, and how it will affect the indi­vid­ual tac­ti­cal bat­tles themselves.

Cou­ple of games that have been inspi­ra­tion with this regards:

  • Act of War : Direct Action
  • Joint Task Force
  • Empire Earth 3
  • Com­pany of Heroes
  • End War

Act of War has been very use­ful, par­tic­u­larly in the way that the player receives upgrades and enhance­ments to their bases and the main flow of things.  It def­i­nitely has a few major issues — par­tic­u­larly in the fact that it doesn’t have any kind of easy way to find all of your units, so you end up spend­ing way too long just scrolling across the map look­ing for where that stu­pid unit wan­dered off to.

Com­pany of Heroes has a unique sys­tem for this (the slide-out panel), but this also becomes cum­ber­some when you have large num­bers of units later in a par­tic­u­lar mis­sion.  I think that I’ve come up with a good approach to han­dle this, and should have some sam­ple screens / footage to demon­strate in the near future.

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gekido

I am a specialist at game & technical design, specifically working as a liaison between management / publishers and the production requirements of both the technical & artistic teams during production. I have directly produced and overseen the implementation of several commercially used game / middleware engines as well as shipped commercial titles and 'serious games' simulations. Currently the CTO at Helios Interactive, previously I was the CEO / Studio Head at Vancouver-based developer Gekido Design Group.

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