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Entropy City:  Making a Wargame

Entropy City: Making a Wargame

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Learning to say no.

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I don’t remember where I heard that the most important thing in games development is knowing when to say no, I know it was in an interview somewhere but I reached the point of saying no recently but I’m getting a little ahead of myself.

From the earliest days of Entropy City, I always wanted it to be more of a melee game than a ranged weapons game, having guns in a world like that makes sense but it was going to ruin the fun of what I wanted the game to be if I didnt keep that in check.

The original idea for my game came from a few places, pop culture in a very very general sense, history too but the biggest ideas came from an old game called Road Rash and its spiritual succesor Road Redemption, now I never wanted this to be a race but thats where the idea came from.

In Road Redemption the way they developed game was to have any guns very hard to use but for them to do far more damage and for the first 5 years of the game this was my phylosophy.

When the game began its playtesting the guns were immediately the hardest thing to balance, its long been feedback that maybe “lethal” was too powerful but Id been reluctant to change it unitl it was fully tested.

Sadly testing has proven that it had to be changed, I feel the game will be better for the change, I dont regret testing everything though, i would have rathered than than being left wondering what I had missed.

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