Some of the design questions you need to consider in building a tech tree include: Tech trees have always been a staple of RTS games, but they go back further, to the old Civilization boardgame (1980), if not earlier. I am also keen to move away from people holding large piles of cards for trading – I want trade negotiations to focus on a contract like piece of paper where people haggle over the split of profits. Ideally I want every team to have the chance to put Colossi on the table in time for them to make a difference. Last time the research game was “go fish” in the card deck, followed by “collect a set” trading, and for some of the teams, eventually building a colossi or two. One goal for the redesign is to have a better tech tree. I have had a stimulating couple of weeks working on some ideas for Colossus of Atlantis II.
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