28 June 2018


A page filled with Westwood's Dune 2000 unit sketches, done while I was feeling nostalgic about 90s rts games.

and crests of house Atreides, Harkonnen and Ordos...

and some totally unrelated pixel art of a sand worm and wind traps

I've always been a fan of Dune (not the game, but the books and the Lynch movie - yea the movie is messed up but has a couple of neat stuff to be inspired.) Cant say I like Westwood's Dune 2, it clearly shows its age in almost every aspect (specially compared to Dune 2000 and Emperor).

Dune 2000 feels like a C&C mod with better visuals and melee units. I cant really figure why they kept the weapon range and unit sight / visiblity in that game so low.

Emperor Battle for Dune takes a different approach, goes full 3D and each faction has completely different units and visual identities which is pretty cool) yet it does feel like a tech demo or beta version of C&C Generals.  

So yea, thought it would be nice to drop a disclaimer for the hardcore fans out there; stuff here is mostly based on Dune 2000, not anything else from other Dune franchises and I will be butchering it in my attempt to turn it into a turn based game.

Units from Dune suit right into an advance wars / famicom wars style game. Maybe I should take some time and try to merge the two games together.  Turn based, chess-like, minimalist dune?

Quick sketches of mentats of each house. Designs are based on the Dune 2000 versions. The Atreides Mentat Noree Moneo, Harkonnen Mentat Hayt de Vries, and Ordos Mentat Edric O (this dude was super cool, his costume, and the inhuman weirdness of his acting, fit the ordos so well.)
Mentats can be used as talking head pop-ups below the screen to give direction or brief the players before missions start or give tips on events happening during the mission or something.  

Couple of quick ideas that need to be expanded on; 

Base building can be simplified or completely removed. Players may capture strategic structures such as refineries, wind traps, factories, starports etc instead of building them.

Players can start with a MCV, (should rename that to MCU - mobile command unit since this game wont have any construction aspect). Players can unpack the

MCU once they find the desired empty tile. Once unpacked the MCU will be able to deploy infantry units, trikes and quads. Infantry can start capturing unoccupied buildings while trikes and quads can be used as scouts.

MCU will act as the heart of the base, player is defeated if MCU is captured or destroyed by enemy.

More advanced structures will need to be located and captured;

- Barracks and war factories will allow the production of additional ground units,

- Wind traps will allow the player to earn a small daily income. Maybe you need to capture a few wind traps before you can capture more factories and barracks so the wind traps can act as a building cap.

- Tech centers will allow access to the production of more advanced units.

- Starports can be captured to activate the black market and purchase cheaper but damaged units from the smugglers (or units sold by other players?)

I like the spice collecting bit, so when a player captures a refinery, an automated harvester will spawn on the refinery and move automatically to the nearest spice field, harvest it for a few turns, bring it back to the refinery and converts spice into credits.

What about an upgrade system where units can be upgraded individually after they are built? Buy a trike, select the trike, click on the upgrade rocket pod icon to add a rocket launcher to tirke to make it more effective against enemy armour etc. Each unit can have two different upgrade slots etc. Wonder if that would make things too micro?

Any true Advance wars multiplayer veteran would know that AW game mechanics have issues with exploiting ranged and meat shield tactics. Measures should be taken to stop that. For example tanks should be able to drive over infantry units or the game should have unit cap to stop meat shield spam. air units should be able to pass over or stop on tiles occupied by ground units etc.

Sand worms should wander randomly (they should probably have their own turn once each player has made their moves) and eat stuff they find.