“Physical” resources are such that some physical object in the game world changes as a direct consequence of the player acquiring the resource. In other words, for an RTS, something in the overworld either appears or disappears. In human terms, if you were in the game you could “touch” either the resource’s source or the resource itself as it was being collected.
Much of the diversity and strategy of RTSes comes from the specific way in which each physical resource is distributed in the game environment; so this is how I will primarily differentiate between physical resources. This entry will discuss how the vast majority of resource types can be grouped using two simple metrics — by the 1) distribution in an area and by the 2) available quantity. Continue reading
In this series of short articles I will discuss resources as they appear in real-time strategy (RTS) and similar video games. Specifically, I am interested in collectable (harvestable, gatherable, acquirable) resources and their implementation from the gameplay perspective. It does not matter if you are mining minerals, chopping trees, or collecting spacenuggets; this is about the method and the fun (or tedium).
But first, let’s do some research in the field. And, surely, there are few better ways to do research than playing video games. Alas, there are hundreds of examples to choose from, and hundreds more exceptions to every rule. Needless to say, redundant or obscure examples or methods I haven’t heard of will be left out.
Entry 31 or editing and modelling Mar 23, 2011 My internet went down for a couple of days, so I’ve spewed up quite a wall of text/pictures “today”. In today’s episode I’m convincing myself modelling is worth it. Editor Let’s … Continue reading