Land Combat Redux (PART 2)

So, if it wasn’t obvious from the previous post, I think one of the key elements in making a replayable tactical combat system is to have a variety of enemies with very distinct styles. That, unfortunately, tends to be a problem when you are trying to model historical combat. It…

Continue reading

Land Combat Redux (Part 1)

I’ve had game development as a hobby for way too many years. In all those years, there is one design issue that I’ve worked on in one form or another pretty much constantly: how to incorporate tactical combat into strategic gameplay. I’ve never been satisfied with any of the solutions…

Continue reading

BattleBytes 101: Combat Mechanics

Continuing on from last week’s post, here is a little something on some of the thoughts I have for the combat mechanics. Note that these are definitely subject to change; the system needs to be both fun, and work well (i.e., give reasonable results), and some of that will only really…

Continue reading

BattleBytes 101: Units and Stats

I thought it might be interesting to write something about the combat mechanics in the (unimaginatively named) BattleBytes system, which is being developed for Pirates and Traders 2. Disclaimer: Since this is still very much in development, the design here may change before it goes public. Scale BattleBytes is a…

Continue reading

Plans and Progress

By far the most frequent question I get is “when will Pirates and Traders 2 be done”. The answer to that is the annoying – but unfortunately accurate – “when it is done”. Software development is my passion, but developing games is only the part of that which I do…

Continue reading

Small Battles Closed Beta

As mentioned elsewhere, I’ve been working on Small Battles for the past couple of weeks. And after this latest round of improvements, I feel that it may be ready to go into more intensive testing. So what is Small Battles again? It’s changed a bit in the details since I…

Continue reading