Editing Cold Takes/3 - Fight your opponent, not the UI
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Commands in Zero-K are not part of the game world. They are UI constructs used to track which units are going to be told to use which abilities. But the commands in Achron work differently, so it actually has a very simple UI, which led me to make some weird feature requests. One of my requests was a way to delay issuing a command, because this could be used to save chronoenergy. Essentially, a sort of "command queue" of commands to queue later. Trust me, a desire for this sort of "meta-UI" makes sense with time travel. A similar thing happens with the Psychic Sensor in Red Alert 2 (mark your bingo sheet). Once you see the distinction between UI, abilities, and game world, you start seeing it everywhere. | Commands in Zero-K are not part of the game world. They are UI constructs used to track which units are going to be told to use which abilities. But the commands in Achron work differently, so it actually has a very simple UI, which led me to make some weird feature requests. One of my requests was a way to delay issuing a command, because this could be used to save chronoenergy. Essentially, a sort of "command queue" of commands to queue later. Trust me, a desire for this sort of "meta-UI" makes sense with time travel. A similar thing happens with the Psychic Sensor in Red Alert 2 (mark your bingo sheet). Once you see the distinction between UI, abilities, and game world, you start seeing it everywhere. | ||
− | <references><ref name="game | + | <references><ref name="game">This includes singleplayer games, but not games without intrinsic victory states. There is probably more to say about games in general since most games have some form of goal, but that is beyond the scope of this post. I am talking about strategy games, and possibly even any game where challenge is one of the primary engagements.</ref></references> |