Turnip Management
A while back we were trying to solve an issue that came up in our playtests, where we would end up with increasingly large armies sitting next to each other, with both players building new soldiers every turn, trying to outpace each other. Another problem could also arise where one player would turtle, holing up […]
Terrain Effects
We have recently added terrain effects to the game, so mountains, forests and plains are no longer just cosmetic. Having these additional variables coming out of the map generation process makes each map feel more distinctive. As well as the connectivity of the regions, you now need to consider the terrain in each region when […]
Procedural Cartography: The Bones
In this first development diary post, I’m going to talk a bit about the generator that creates the underlying data behind a Spies & Soldiers map – the bare bones of information, before they’re overlaid with a nice stylish skin by the rendering systems […]