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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