Timeline for How to create an RTS gameplay experience where all phases of a match are equally engaging without spikes in required concentration?
Current License: CC BY-SA 3.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Aug 14, 2017 at 22:53 | comment | added | Patrick M | Holy cow, I hadn't thought about NetStorm in forever. Need to see about getting that action running again. It was great and a perfect tug-of-war example. However, actions-per-minute pretty much won that game. | |
| Aug 11, 2017 at 8:53 | comment | added | Shashimee | @Exerion Yes it is exactly the idea ! Great example | |
| Aug 11, 2017 at 8:48 | comment | added | Exerion | Remember NetStorm? All attack/defend units are buildings. You can't move them, you can't control their attack. You win by expanding your control over enemy territory. | |
| Aug 9, 2017 at 16:12 | comment | added | Joe | I was going to suggest this - your gameplay can evolve into higher levels of abstraction, such as in Spore; as you progress in the game, the early-game concepts are abstracted away to give way to later-game concepts | |
| Aug 9, 2017 at 12:29 | history | answered | Shashimee | CC BY-SA 3.0 |