I used this GWJ to experiment with build-order game controllers, and produce a rough knock-off of what I think Starcraft used... at least, based on repeated listenings of college lectures on strategy controllers, old eSports rants and raves, and bottomless Wiki dives.

This is admittedly more a simulation than a game; but now that I've got it down, you will certainly see its influence in future submission! It's also going to make a fat, happy, chapter in my book on game controllers ("game AI"), Theatre and Lies.

Each side tries to race the other to the end of the same build order; ultimately giving them twelve SCVs (workers), two firebats, two barracks, two supply depots, a command center, and a partridge in a pear tree. They then attack the other side with their accumulated units, and attempt to bring their army and base down.

Every time two units fight, there's a weighted probability for each round until one of them loses all of their hit points. The unit then self-destructs. Since this leaves a gap in the unit list, it triggers earlier build orders to restore the unit list and get back to that attack-ready state.

The only real difference I can think of, on this level, is that in Starcraft, minerals are a finite resource; here, they're infinite. So, that element of the game is not respected.

I look forward to seeing everyone else's submissions! We'll see if I have source code ready for this; eventually it will be openly available anyway. If you like it or are curious, do make it a note to buy my book!

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