Posted February 04, 2022 by Huijie
Hello Everyone,
I am Huijie from CMU ETC, I am taking an independent study about strategy games, which is one of my favorite genres!
I will explore, design, and make a strategy game here!
Progress so far:
After I collected & organize different strategy games that I had played, I would like to show the current One-Page Design Doc of the game in my mind. StoneWorld will be a Strategy Game with Tower-Defense, Deck-Building, and Roguelite Elements.
What this post is about:
Things to do next:
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Reference of strategy games I like: (For those who may be interested)
FrankenStorm TD: Prologue: TD + Mazing + Roguelite
[Tower Defense]
[Mazing] (Patrol-Points for enemies)
[Roguelite]: Replayability:
[Type of enemies & towers]: Only 1 type of tower and 1 type of enemy at the beginning. This can be changed via add-ons.
Gems TD & a lot of similar TD in war3: TD + Maze + randomness
Towers can be upgraded by merging. The tower you get each round is randomly generated
Loop Heroes: Roguelite+ Deck Build
[Roguelite]: Replayability
Warriors of the Nile: Turn-Based Tactics + Roguelite
RPG Elements (3 people team: warrior + mage + ranger with different builds)
Into the Breach: Turn-Based Tactics + Roguelike
Faster Than Light: Strategy + Roguelike
Survival(Resource Management) + RTS(Unit Management) + Customized Spaceship
Disgaea: Turn-Based Tactics + RPG
Role-Playing Progression
Bad North: RTS + Tile-Based
Using Tile is easier in the development compared to SC2, War3. etc
Starcraft 2: RTS
Different Modes: COOP, Campaign, PvP
Circle Empires: RTS
Different Modes: COOP, PvP, Conquer, Boss Hunt, Defending, etc
Experience System: Get Experience by “Attack” Behavior
Using Circles instead of a big map
Dungeon 3: RTS + TD + Mazing
Dungeon Warfare: Progression + TD + Physics
Towers can be upgraded before the battle
Award After each battle
Orcs Must Die: TPS ARPG + TD + Physics
3D version of Dungeon Warfare
TPS & Build with heroes, equipment, units, traps
Dwerve: Top-Down ARPG + Adventure + TD
The character can build Tower during the battle with limited resource
Art of War Red Tides: RTS/TD + PvP(1v1 - 3v3)
Build buildings that will produce units automatically, destroy the opponent’s tower
This is common in War3, Sc2, Dota 2’s Customized maps
SC2 Battlegrounds: RTS + Auto-Chess
Merge cards, the card is a combination of different units and be able to produce more units in the game according to its functionality, RTS-Control all of your units and fight with the opponent.
Clash Royale: TD + Deck Build
Castle Cardians: RTS + TD + Deck Build
Side-Scrolling, Resource Management, Two-ways of enemies, Defending Waives,
Deck Build of Building + Units + Magic
Age of Darkness: Final Stand: RTS + TD
Mindustry: Resource Management + TD + Building Pipeline
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Things to think about
Roguelike:
Replayability, Randomness, Different Builds, Player Skills & Learning Curve,
Roguelite:
Extra Replayability and naive-friendly by permanent power-ups.
Problems about randomness & build:
Ex: SC2 COOP
Random Mutations VS Weekly Fixed Mutations
Uncertainty(lead to an all-rounder build) VS prepared build & commander collaboration
How to provide players a satisfying experience(instead of upset them with the ‘bad’ randomness? → uncertainty vs strategy planning)
Ex: Can not make the build “complete”
Pseudorandomness?
Ex: Explore mystery items VS So many Wiki nowadays
Should there be a built-in index? Are they public to the player at the beginning or need to be unlocked during the gameplay?
Progression & Replability
Can tower/items able to be upgraded? In a way of Resource Management?
Will the level or power-ups be generated randomly?
Will there be different builds to solve one problem?
Will the player’s skill matter? How?
Does replayability matter?