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How I Write Skirmish War Games: Multiplayer Problems

Traditional table-top wargames tend to set up as one on one versus competitive games, if they allow for more than two players it furthermore leans towards splitting them into two teams and setting them on opposite sides of the tabletop and essentially playing a one on one game with several people. This is for very sensible reasons; traditional battle line combats generally consist of two opposing forces coming from two opposing directions and meeting in a middle ground. However, this rational makes very little sense in relation to skirmish games, most skirmish encounters whether representing western shoot outs or modern squad based urban fire-fights involve combatants coming from various a

Moonflight Development: Many Moons - Developing Asymmetric Games

So, from the first the basic mechanics of Moonflight were pretty solid. I’ve tweaked the player steps to avoid downtime and combat hate buying, along with slipping in some ways for people to protect their market for the same reason, but the central engine has hardly shifted. I suspect that’s just part of my process, I think well in abstract terms but particularly in the case of Moonflight the basic issues were so significant that once I figured out how to get over them sufficiently to bother making the first prototype anyway there wasn’t a lot of work that needed to be done on the central engine. Basically, in order for the game to work at all it had to work pretty well. The thing that h

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