{"id":1393,"date":"2011-08-12T15:15:55","date_gmt":"2011-08-12T14:15:55","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=1393"},"modified":"2011-08-12T15:15:55","modified_gmt":"2011-08-12T14:15:55","slug":"design-focus-supply-drops","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2011\/08\/12\/design-focus-supply-drops\/","title":{"rendered":"Design focus, supply drops"},"content":{"rendered":"<p>The last few days have seen nothing but multiple xperiments with reconfiguring the gameplay for <a href=\"http:\/\/www.gratuitoustankbattles.com\" target=\"_blank\">Gratuitous Tank Battles<\/a> until I hit the magic balance of excitement, fun and spectacle. This game design business is tricky stuff!<\/p>\n<p>Tower defense is an accepted, well-known formula, but tower &#8216;attack&#8217; is not, and at the very least, I want to ship a game that is fun to play as both attacker and defender in tower-defense style. So with that in mind, I played the game a lot and concluded that it had lots of design issues. The main one was traffic jams. I was trying to design a simple &#8216;starter&#8217; map that had a single weaving path between towers, and you would place your units and away they would march. The problem was, that when you spot a certain difficult tower ahead, it&#8217;s all very well placing a unit that you think counters it, but that unit is then stuck behind 15 other units before it gets there.<\/p>\n<p>Initially I&#8217;d been scared of multiple paths for all maps, because of the complexity for the player, frantically scrolling around. Then I realised that if the paths were vaguely parallel, this problem went away. if I shrunk down the map a bit, I could fit the whole screen in with one look (when zoomed out), and could get more of a grip on it, even with multiple paths.<\/p>\n<p><a href=\"http:\/\/positech.co.uk\/cliffsblog\/wp-content\/uploads\/2011\/08\/wipaugust.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1394\" title=\"gratuitous tank battles work in progress\" src=\"http:\/\/positech.co.uk\/cliffsblog\/wp-content\/uploads\/2011\/08\/wipaugust.jpg\" alt=\"\" width=\"550\" height=\"344\" srcset=\"https:\/\/www.positech.co.uk\/cliffsblog\/wp-content\/uploads\/2011\/08\/wipaugust.jpg 550w, https:\/\/www.positech.co.uk\/cliffsblog\/wp-content\/uploads\/2011\/08\/wipaugust-300x187.jpg 300w\" sizes=\"auto, (max-width: 550px) 100vw, 550px\" \/><\/a><\/p>\n<p>There have been a whole host of other changes as a result. Lots of balance changes, plus the introduction of &#8216;supply drops&#8217; which automatically drop on the path in the quietest areas of the map, thus encouraging the attacker to spread his attack over multiple routes. That seems to work, as it&#8217;s a nice trade-off between &#8216;those supplies look tempting&#8217; and &#8216;I &#8216;m kinda fully committed to attacking this route instead&#8217;. Parallel groups of paths also encourage complementary units, so repair wagons can trundle along beside assault mechs, etc, and a sluggish or damaged tank doesn&#8217;t bring the whole army to a halt (just half of it :D) I have full support for units stepping sideways around such blockages, I just need to try it and see how it goes.<\/p>\n<p>I have some crappy placeholder art still in the game, and tons to do, but the last few days, where I&#8217;ve totally ignored graphics and only fiddled with mechanics and balance, seems to be paying off nicely. It feels more like a game now, and less like a tech demo. I also ditched fog of war, although it may well return in certain modes.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The last few days have seen nothing but multiple xperiments with reconfiguring the gameplay for Gratuitous Tank Battles until I hit the magic balance of excitement, fun and spectacle. This game design business is tricky stuff! Tower defense is an accepted, well-known formula, but tower &#8216;attack&#8217; is not, and at the very least, I want<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; Design focus, supply drops<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2011\/08\/12\/design-focus-supply-drops\/\">Continue Reading&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6,114],"tags":[],"class_list":["post-1393","post","type-post","status-publish","format-standard","hentry","category-game-design","category-gratuitous-tank-battles"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1393","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/comments?post=1393"}],"version-history":[{"count":1,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1393\/revisions"}],"predecessor-version":[{"id":1395,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1393\/revisions\/1395"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=1393"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=1393"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=1393"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}