Design Philosophy
Intuitive Micromanagement:
Every action should be done within three clicks.
Limit of discrete resource types to four and no more. Resources are stored globally, not locally.
No tweaking of inordinate amount of variables.
Every action should be done within three clicks.
Limit of discrete resource types to four and no more. Resources are stored globally, not locally.
No tweaking of inordinate amount of variables.
Minimalistic Interface:
No glorified spreadsheets.
No sliders. Distinct choices are preferable.
Visual representation.Command & Conquer-like interface singularity (C&C to Red Alert 2):
Can set "primary" or nearby structures to handle manufacturing, research, etc. instead of selecting different multiple structures.
No glorified spreadsheets.
No sliders. Distinct choices are preferable.
Visual representation.Command & Conquer-like interface singularity (C&C to Red Alert 2):
Can set "primary" or nearby structures to handle manufacturing, research, etc. instead of selecting different multiple structures.
Modular Gameplay:
New gameplay is tied to the type of modules available. New modules and availability are rewarded based on advancement. Size progression.
Minecraft-like redstone circuitry.
Adding functionality, not complexity. (Players should not fail if something is added)A combination of bottom-up and top-down design.
New gameplay is tied to the type of modules available. New modules and availability are rewarded based on advancement. Size progression.
Minecraft-like redstone circuitry.
Adding functionality, not complexity. (Players should not fail if something is added)A combination of bottom-up and top-down design.
Tactical Focus:
Real time battles as much as possible.
Pausing/slow motion enabled for commands.
Combat must be fun and engaging.
Real time battles as much as possible.
Pausing/slow motion enabled for commands.
Combat must be fun and engaging.
Fun over realism.
Rules consistency (no invincible enemies, invisible walls, etc.)
Clear gameplay choices (or at least clear enough to see a possible consequence; i.e .all pits should result in death). Moral choices excluded.
Rules consistency (no invincible enemies, invisible walls, etc.)
Clear gameplay choices (or at least clear enough to see a possible consequence; i.e .all pits should result in death). Moral choices excluded.
Genre Elements
Topdown Shooter:
Controllable and modular fighter unit
Controllable and modular fighter unit
Role Playing Game:
Research and upgrades based on "prototype" experience
Research and upgrades based on "prototype" experience
Real Time Tactics:
Tactical, squad warfare
Unit loadouts
Tactical, squad warfare
Unit loadouts
Real Time Strategy:
Controllable and modular ship units and automated fighter units
Unit creation
Resource gathering
Technology research
Superweaponry
Controllable and modular ship units and automated fighter units
Unit creation
Resource gathering
Technology research
Superweaponry
City Building Simulation:
Food and population
Education: schools and universities
Religion: churches
Luxuries, Entertainment, and Media
Tax system
Resource trading
Natural Disasters
Food and population
Education: schools and universities
Religion: churches
Luxuries, Entertainment, and Media
Tax system
Resource trading
Natural Disasters
Grand Strategy/4X:
Diplomacy
Government and Politics: AI control doctrine
Choice to have Economy or Diplomatic Superiority instead of Combat Superiority
Wonders and Monuments
World Council
Diplomacy
Government and Politics: AI control doctrine
Choice to have Economy or Diplomatic Superiority instead of Combat Superiority
Wonders and Monuments
World Council
Inspiration and Useful Go-to
Anno Online
Extra Credit: Difficult VS Punishing
Gamasutra: Seven Deadly Sins of Strategy Game Design
Gamasutra: Three Strategy Game Design Perspectives
How Civilization: Beyond Earth Is Improving Proxy Warfare
No Twinkie Database
Oxeye RTS Design
Praetor 4X Devlog
RTS Design Guide
Space DM Devlog
TV Tropes: Strategy Game Tropes
Extra Credit: Difficult VS Punishing
Gamasutra: Seven Deadly Sins of Strategy Game Design
Gamasutra: Three Strategy Game Design Perspectives
How Civilization: Beyond Earth Is Improving Proxy Warfare
No Twinkie Database
Oxeye RTS Design
Praetor 4X Devlog
RTS Design Guide
Space DM Devlog
TV Tropes: Strategy Game Tropes