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Started Tuesday at 04:23 PM
SIMILAR CONTENT
Mario being able to do the same. The following article is about how we
have balanced units in our space sci-fi
RTS, Five Nations. Five Nations is a
futuristic real-time strategy game that
2) World 1-1 follows the events of a mind-bending
opera of space about the survival of
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Iworking
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an RTS, the most demanding
Policy. aspect of my job is to make fully
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01/03/2019 Super Mario Bros 3 Level Design Lessons, Part 1 - Game Design and Theory - GameDev.net
Troopa, an enemy that hides in its shell after a against the unit’s hull. (some weapons
successful jump attack. ignore the vessels armor). Armour
does not affect shield damages.
If the Koopa Troopa is touched while in this state, it Hangar capacity: represents how
quickly slides away from Mario. Although the big many “Fighter class” units can be
white block is a bit in the way, the player can still carried. Speed Vision: Line of sight.
accomplish this feat fairly easily. If he does, he’ll Collusion area: This value represents
learn that shells can be used to activate “?” blocks the unit’s size. Units with bigger
(which is the only way to do it in this case as the collision area can be hit easily.
block cannot be hit from below) while discovering Weapons: A list of the unit’s primary
the game’s new powerup: the Super Leaf. and secondary armaments and
equipments. Resources: Metal: Metal
Immediately to the right, a strip of flat land with
cost. Helium-3: Helium-3 cost.
three enemies — one of them a red
Tachyion: Tachyon cost. (usually, the
Paragoomba — lets the player experiment with
capital ships requires tachyon.)
Raccoon Mario’s glide and spin-attack mechanics.
Place: Population cost. Building
time: How many seconds it takes for
the unit to build. (It is likely that
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01/03/2019 Super Mario Bros 3 Level Design Lessons, Part 1 - Game Design and Theory - GameDev.net
if killed, leaving the strip clean of enemies), a Velocity: Projectile’s initial speed
diagonal trail of coins leads up into the sky. The generated by the weapon.
player must jump over a bottomless pit at the end Acceleration: Rate of change of
of this runway and is encouraged to collect the velocity of the projectile with respect of
coins, so it makes sense for him to get a running time. Max Velocity: Projectile’s
start and jump as high and far as possible. maximum speed. Accuracy: Weapons
precision in %. 100 means the
When the player starts running, a HUD meter fills weapon’s projectile always hit the
up, the running animation changes, and an urgent target point. Splash dmg range: Range
sound effect begins looping in the background. All of damage unintentionally dealt with a
these events signify that something important is unit not being directly targeted by the
happening, and when the player jumps and soars weapon Splash dmg on
into the sky, the screen — for the first time in a allies?: Boolean of weapon can hit
Mario game — begins to scroll horizontally and their allies. Cooldown: Amount of time
vertically at the same time. that the weapon must wait in between
attacks. Homing?: Boolean of
weapon’s projectiles can follow its
target. Minimum range: A potential
4) World 1-1 minimum distance a projectile can
attack units. CAF: Can aim Fighter
class - some weapons can’t attack
small, fighter class units. This boolean
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i.e., by hitting it, which yields the first 1-Up forcing you to mix up your units a
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Mushroom. little.” Oxeyegames.com
Browse Community Forums Careers Well, the article
Members is absolutely
Search right and
The clouds continue to the right creating another
this is equally the very foundation of
clear runway that ends with a trail of coins. In a
balancing units in Five Nations. In this
dare of sorts, the coins ask the player to throw
part we have decided to study the
caution to the wind and make a blind leap into the
biggest RTS games on the market:
unknown. The newly acquired flying ability is quite
Empire Earth - one of my personal
thrilling and liberating, and having just earned an
favorite childhood RTS, but the
extra life, it stands to reason that most players
balancing was terrible: they used the
would want to pursue the extra treasure. Doing so
simplest rock-paper-scissor method.
takes Mario off-screen and gradually lowers him by
Units can be too easy to kill with
a tall pipe.
counter units. A lot of information, unit
With no other obvious place to go, the game abilities wasn’t clear and wasn’t
stresses the significance of the pipe. If the player revealed during the game, and only
figures out how to enter it, its path leads him to a can be found in long manuals. Another
neat little Easter Egg: a room filled with coins that bullshit in this game is that the
are arranged to form the number 3. resource piles can’t be exrected. Total
Annihilation - great game with a huge
variety of units. But most of the units
are totally unused. So we decide to
5) World 1-1 follow the “less is sometimes more”
method. Another negative point is the
economy which we found too simple to
adapt in Five Nations. Age of Empires
2 - This is a good game! I spent tons of
hours playing with this precious. This
games also follows the rock-paper-
scissor method, but was much more
balanced and more understandable
than Empire Earth. When we took it
again and played with it we noted a lot
of useful solutions. The game have
more than 2 resources, in this way the
economy was little more complicated
than in other RTS games. We decided
to use this kind of economy in Five
Nations. Great variety of research
options. Ages, the periods of
civilization advancement in the game.
Brilliant idea, but we couldn’t find its
place in Five Nations. The only thing
which we did not like in AoE2 that the
units compared with starcraft are lack
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- This game is age like fine
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introduce some new enemies. The first contains a
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01/03/2019 Super Mario Bros 3 Level Design Lessons, Part 1 - Game Design and Theory - GameDev.net
green Koopa Troopa and three green Koopa balancing! I don’t think i have to
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Paratroopas that drop from the sky (hinting that introduce SC in detail, so let’s get to
there’s
Browse something up above).
Community The Paratroopas
Forums Careers the solutions
Members which we
Search really like and
demonstrate their ability to jump onto and fall down try to adapt in Five Nations: Types of
from platforms, while the two pits to the sides serve buildings. Each race starts with a
as an opening to show that enemies can also fall to “Town hall” type building, where like in
their deaths. SC the almost all workers are
produced, resources are collected and
The second area contains a Piranha Plant and a
technology begins. There is some
green Venus Fire Trap. Their proximity makes it
difference in Five Nations for example,
more likely that the player will have to stop by one
workers don’t deliver the resources
of them on his route to the level’s end. If he does,
directly in the “Town hall”. Each race
he’ll have another opportunity to discover that the
has a unique resource gathering
plants can’t come out of pipes if Mario is standing
method. For example in Human
near them. The immobile version of Super Mario
Federation the processing of raw
will also encourage the discovery of crouching in
materials is composed of two separate
order to dodge the fireballs, and a Raccoon Mario
steps. Step 1: The Engineer Shuttle
will get a chance to dispatch the plants with his
obtains the raw material from the
spin-attack.
asteroid, then carries it to the Mining
Station Step 2: Icarus transports the
processed raw materials to the
Command Station, which – after the
6) World 1-1
receipt – can immediately be used for
building stations, manufacturing or
developing space shuttles. Unique
races. All five races in Five nations
have their own strengths and
weaknesses as well units, structures,
researches and micro/macro
mechanics. Micro- and
Macromanagement. We really
respects the developers and designers
work in Blizzard. They make a brilliant
micro and macro oriented game. Cool
unit personalities.
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01/03/2019 Super Mario Bros 3 Level Design Lessons, Part 1 - Game Design and Theory - GameDev.net
Super Leaf, he’s likely to try the spin-attack on radius. (There are some exceptions
these glowing objects as there’s no way to hit them like refinery and extraction stations.)
from below. Step 3. The easiest and most
straightforward technique of balancing:
In addition to this lesson, there’s also a solitary red land, air (and naval) units
Koopa Troopa pacing atop the second group of When it comes to balancing, visually
blocks. Since the player already had a few chances displaying unit movement dimensions
to learn that Koopa Troopa shells can take out is undoubtedly one of the silver-bullet
other enemies and activate powerups, he might try that we could have employed (ground,
to do the same here. If he does, the shell will break air, water etc). Nevertheless, our
through a bunch of Brick Blocks and leave one of greatest concern was that the entire
them unobstructed. If Mario hits this block from game takes place in deep space and
below (or spin-attacks it from the side), it will reveal therefore it makes no sense to design
a P-Switch. land vs air, land vs land or air vs air
specialist units. Instead of making
The P-Switch functionality immediately turns all the
“floating” space platforms where land
remaining bricks into coins and plays a jaunty
units could have only moved we
countdown theme. When the countdown ends, the
decided to make something more
remaining coins turn back into Brick Blocks,
logical (of course nothing can be really
teaching the player that the transformation is only
logical in a space war but whatever...).
temporary. The music change is important as there
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12) World
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