( C ) The cost in resources to claim the expansion. ( I ) The income that an expansion provides ( R ) The amount of resources per expansion In this article, we assume the game has only 1 faction which has only 1 combat unit. They are not relevant here because it’s a layer of restrictions that comes later in the design of an RTS game. There are multiple layers that create restrictions on level design such as factions. What we are interested in here is how much freedom there is in the positioning of expansions depending on the parameters of the economy. The economies are different in every RTS game and every variation has an impact on the level design. By resources, I specifically mean the ones present in the games such as “Metal” in Planetary Annihilation or “Minerals” in Starcraft but it can be more creative as we will see later. To do so, they need to invest their current resources to gather more. The action of taking an additional expansion will be called “expanding”. In Real-time Strategy (RTS) Games, players often have to gather resources from specific spots in a level that we will call “expansion”. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. The following blog post, unless otherwise noted, was written by a member of Gamasutras community. The impact of the economy in a Real-time strategy game on its multiplayer level design Blog: The impact of the economy on RTS multiplayer level design
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