Shit that Rocks
[ed: A tiny list of guidelines behind the making of a wonderful strategy game and the unconventional fiction that lies within...]
Shit That Sucks
- elementals, golems and cunning trolls
- little kids coming of age and saving the world
- male-dominated pseudo-medieval society
- goblins with grenades, elves with bows, salamanders that start fires
- shitty poetry
- excalibur, zeus, tolkien and all other popular mythology
- shark week
Shit That Rocks
- screaming little guys on fire setting other little guys on fire (all running to the nearest water)
- forking lighting from the heavens frying fuckers and their friends
- carnage sauce: blood-spattered battlefields littered with limbs, heads and smoking craters
- two giants pounding the fuckcrap out of each other at close range with their fists
- deforming the height map from impacts; bouncing small objects from impacts; transparent textured terrain-following triangular-mesh expanding shockwave toroids from impacts
- bloody limbs hurling up into the camera, and in general things involuntarily leaving the ground
- dynamic camera; intelligent, interesting views of what’s going on
- dynamic shadows and light sources
- the glory that is the metaserver and all that comes from it
- starfield, moon, comet, eclipse, clouds environment-mapped onto the water
- giants kicking the fuckcrap out of man-sized units and watching them turn into bloody mists
- visible rain, snow and ash falls to prevent flying, fire-spells and missile combat
- line-of-sight, hiding in forests and otherwise “thick” terrain features
- polygon models: villages, stone monuments, bridges, archways, etc.
- one-pass distortion maps for heat and teleporter effects
- celebration, idle and bored animations
- voices!: trash talking, cross-species insults, battle cries, relevant and irrelevant commentary, etc.
- flapping standards with custom textured flags
- transparent auras to show: disease, charm, selection, magic level, item possession, etc.
- crossfading tinting to show paralysis, stoning, etc.
- lens flares, white hot transparent explosions, lights, transparent clouds of smoke and disease
- bleeding objects continue to bleed when being carried by units, wounded units occasionally bleed
- live unit renaming, pre-game questions and “draft” in network games
- named, undocumented post-(net?)game bonus points
- quicksand, swamp, snow
Excerpt from the Myth: The Fallen Lords Design Document, assumed 1996