How different has it been designing a 3D game rather than the 2D worlds of C&C? What new challenges does a 3D environment present for a designer?
There are many differences that affect everything from art to code to design. Something as simple as shooting a gun at an enemy raises interesting design questions. For example, in many 2D RTS games, you can always shoot the enemy, because line of sight rules are ignored. Often, even if you use line of sight rules in 2D, you end up with players not understanding why they can ‘see’ the unit, but not shoot at it. In a 3D environment, you must take line of sight into consideration. Buildings in the way are very obviously in the way. We must use address both the line of sight rules, and make units smart enough to still shoot at targets effectively.
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