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Author Archives: Cameron Harris
Information Flow – A Torrent or a Trickle?
Decisive Campaigns III design blog #6 Before we return to the Wehrmacht’s continued advance through a deserted Russia, as a way of seeing how far we can stretch the logistical systems, we need to talk about information. Nobody likes to … Continue reading →
How to Make Logistics Fun
Decisive Campaigns III design blog #5 Now might be a good time to have a chat about logistics. This is a very difficult concept to get right in games. Most people tend to bounce off logistics faster than a rubber … Continue reading →
Russia on Ten Barrels a Day
Decisive Campaigns III design blog #4 Note: Screen shots show an Alpha version with graphics being either missing or subject to change. Except for a few stragglers, the Soviet military forces are otherwise occupied. Somebody mentioned Manchuria. Let’s invade Russia. … Continue reading →
Let’s Talk about Tires
Decisive Campaigns III design blog #3 Assume that you’ve been left in charge of a big lump of machinery. There are pipes and valves everywhere, steam vents abound and there are a multitude of gauges and controls. It’s a complicated … Continue reading →
“CAN SOMEBODY PLEASE TELL ME WHY THE HECK MY PANZERS HAVEN’T GOT ENOUGH FUEL?”
Decisive Campaigns III design blog #2 What determines if a game is enjoyable? Well that depends on the type of game. For a Shooter you are after adrenalin, tension and action. For a strategy game, which is more of a … Continue reading →
Introducing Decisive Campaigns III
I’m Cameron, the developer of the next game in the Decisive Campaigns series. Some of you may know me from the Matrix forums where I created the Enhanced Mod Suite for ATG. This is the first of a series of … Continue reading →
