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In the film 9, we witness the struggle of a small group of social, intelligent machines mostly intent on survival against the monstrous threat of a single artificial intelligence intent on harvesting their unique power source as a resource for its continued production. Now, this doesn’t translate well into RTS mechanics, but its pressures are something I very much am interested in exploring. In The Road, we’re far enough into the apocalypse to see stores picked bare and homes looted years long past, and merely finding sustenance on a day to day basis is nigh-impossible. The Road is notable in a number of ways, especially for being set in a post-apocalypse scenario in which all readily available resources (in its case, mostly food) have long since been removed from obvious places like stores and private homes, a huge contrast from settings like the Walking Dead in which it is relatively easy to find sustenance and weapons, only procuring them is difficult thanks to hordes of zombie Walkers. 2 of my original inspirations were in fact Cormac McCarthy’s novel The Road, and by Tim Burton’s film 9. Being a ‘scarce resource’ RTS, it seemed fitting that the setting be post-apocalyptic.
#STARCRAFT 2 EDITOR ROADS MOD#
The working title of this mod is Remnants, by the way. Hopefully the fact that I’ve sourced it will be sufficient. Should the original author express frustration in my copying of his work in this location, I will happily take it down. I am given to understand that these are two common approaches to games design, but have yet to grok the second approach in a meaningful way. As much as I fancy myself an ersatz game designer, I fancy myself one who starts with a thematic or story concept and builds mechanics around that, instead of starting with a mechanical system and building a story around those parts. I’m going to approach this in what is a logical order for me: starting with the game’s setting and inspirations, moving on to the themes I’m hoping to capture mechanically, then on to the game’s salient systems, factions and faction design, and the conclusion which will contain a rough timeline for implementation. Thanks to anyone who takes the time to read this and/or shares their feedback.
![starcraft 2 editor roads starcraft 2 editor roads](https://media.moddb.com/images/members/5/4554/4553867/profile/Brood_War_10_6_2021_11_47_17_PM.png)
I won’t be sharing this widely on social media, since again this is mostly for me. Mostly for my own edification, I’m going to write up a brief and broad overview of the project, outlining the theme, salient features, inspirations, and my overall goals for the project.
![starcraft 2 editor roads starcraft 2 editor roads](https://2.bp.blogspot.com/-D7RgZ1YKwbw/W7fjiSoHmNI/AAAAAAAAFE4/N1icXQVrqLoZgwTLFtCq2aIsX-9N73UuwCK4BGAYYCw/s1600/costs.jpg)
A couple months ago, I wrote up a thought experiment about a strategy game in which no resource was plentiful, a so-called “ scarce-resource RTS.” Since then, I’ve been working on a mod for StarCraft 2 intended to prototype and experiment with this idea.