I am given to understand that these are two common approaches to games design, but have yet to grok the second approach in a meaningful way. Should the original author express frustration in my copying of his work in this location, I will happily take it down. Hopefully the fact that I’ve sourced it will be sufficient. The working title of this mod is Remnants, by the way. Starcraft 2 arcade game project haven classes mod# Being a ‘scarce resource’ RTS, it seemed fitting that the setting be post-apocalyptic. 2 of my original inspirations were in fact Cormac McCarthy’s novel The Road, and by Tim Burton’s film 9. The Road is notable in a number of ways, especially for being set in a post-apocalypse scenario in which all readily available resources (in its case, mostly food) have long since been removed from obvious places like stores and private homes, a huge contrast from settings like the Walking Dead in which it is relatively easy to find sustenance and weapons, only procuring them is difficult thanks to hordes of zombie Walkers. In The Road, we’re far enough into the apocalypse to see stores picked bare and homes looted years long past, and merely finding sustenance on a day to day basis is nigh-impossible. Now, this doesn’t translate well into RTS mechanics, but its pressures are something I very much am interested in exploring. In the film 9, we witness the struggle of a small group of social, intelligent machines mostly intent on survival against the monstrous threat of a single artificial intelligence intent on harvesting their unique power source as a resource for its continued production. Starcraft 2 arcade game project haven classes mod#.
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