troy: wait a second..
part 2
The creative process always starts with the same three steps; research, research, cry. this especially goes for topics that you might not already have a solid understanding of or an area that you just don't have a whole lot of knowledge in. say, for example, ancient Greek archers/ soldiers or tactical anti horse defences. And although my search history now looks like I have a personal vendetta against horses, I now know a whole lot more about 'cheval de frise' [in laymen's terms, big long spiky things intended to stop cavalry]. At first after a little research I found that many of these devices where absolutely huge, and it occurred to me that no man, even some macho man soldier dude, could singlehandedly carry half a tree, so it was back to the drawing board.
However remember that these anti horse contraptions are only half of the equation, so I started looking at the units in Total war troy that id be designing for [such as archers, light foot soldiers and spearmen] and started working out what they'd use or how they'd carry such a device.
As we see the little guys don't have a whole lot of carry space, certainly not for a truly massive log. But then the penny dropped, why would the ancient Greeks make barricades the same way as medieval northern Europeans? So what if they instead of using logs used spears, lashed together? Sure it wouldn't make much sense to be carrying spare spears but it's a closer imagining to reality. So where to now? Logically, going into unity or something akin and mocking up the units with some sort of A.I. path finding/ damage and health systems plus a reasonably sized map to put this in. either way, I'm likely to gain a better understanding and appreciation for the creative assembly team.
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