That was great; let’s never do it again…

So, after yet another year of working with the Imperium game engine, I am finally back where I have a fairly playable version of the game on my desktop. Wait a moment, wasn’t that the situation a couple of years ago? Pretty much. Those of you who have followed the…

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Simulation vs Gaming

A few weeks ago, I ran into another variant of the perennial “Great Wargamers Debate” – also known as the “Realism vs Playability”, the “Historical vs Random”, or – in my preferred title: “Simulation vs Gaming” debate. Bruce Geryk partly touched upon the subject in the excellent Geryk Analysis: Wargaming…

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Why not events?

Over at Cryptic Comet, Vic Davis (he of Armageddon Empires… if you don’t know what that is, get over there and try it out), has written a nice piece on random events in strategy games. In it, he lists some of the purposes of these in game design: 1) the…

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Imperium: The Stats of the Eagle

The amazing pace in terms of updates continues… or not. Anyway, before I try to finalize some more screenshots, I guess I better complete my description of the previous one. With the map out of the way, I guess I’d better explain the panels. The panel to the left of…

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Imperium: An Eagle in Italy

Finally, as promised, another screenshot. Please keep in mind that everything here is placeholder art – usually stuff from pictures or icons that I have resized/manipulated into a usable form. Everything will eventually need to be replaced. If any of you recall the old screenshots, you will note that a…

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Eight Greatest Features

Troy Goodfellow over on Flash of Steel, recently posted on the Eight Greatest Features that a game should have. It makes for interesting reading, although a couple (2 & 3) are to me “features that every good game must have” rather than “features that make a game cool” (which seems…

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