quote:
Original post by Cahaan
True about the dynamism but... a turn-based system would involve more strategy
I considered making the game more strategic by allowing orders in the pause mode. I decided the game plays better as a fast-paced strategy game as it is now. And it does get very intense at times.
quote:
A question though: how the game is played in hot-seat mode since it's real time ?
Didn't you try it? Players simply trade places and play in turns for small periods of time. It works (more or less) because of the way orders keep being executed for the passive player too.
Some thoughts regarding game design. I had a lot of help balancing the levels from the test tool that simulates a lot of games between computer players and gives a statistic. If each of the AIs have a good chance to win the level, then so does the player.
I consider the AI itself a great success. It is very simple (just some 150 lines of code), and very predictable, allowing for planning. It tends to focus its troops in some direction at the expense of others, thus creating unbalances over the map. It also has little regards for defense. This makes it easy to break through its lines, but such attacks must be well thought out, because the AI will react and sometimes surround the attacking force.
[edited by - Diodor on June 23, 2003 1:18:09 PM]