The Road is notable in a number of ways, especially for being set in a post-apocalypse scenario in which all readily available resources (in its case, mostly food) have long since been removed from obvious places like stores and private homes, a huge contrast from settings like the Walking Dead in which it is relatively easy to find sustenance and weapons, only procuring them is difficult thanks to hordes of zombie Walkers. 2 of my original inspirations were in fact Cormac McCarthy’s novel The Road, and by Tim Burton’s film 9. Being a ‘scarce resource’ RTS, it seemed fitting that the setting be post-apocalyptic. ![]() The working title of this mod is Remnants, by the way. Hopefully the fact that I’ve sourced it will be sufficient. Should the original author express frustration in my copying of his work in this location, I will happily take it down. I am given to understand that these are two common approaches to games design, but have yet to grok the second approach in a meaningful way. As much as I fancy myself an ersatz game designer, I fancy myself one who starts with a thematic or story concept and builds mechanics around that, instead of starting with a mechanical system and building a story around those parts. I’m going to approach this in what is a logical order for me: starting with the game’s setting and inspirations, moving on to the themes I’m hoping to capture mechanically, then on to the game’s salient systems, factions and faction design, and the conclusion which will contain a rough timeline for implementation. Thanks to anyone who takes the time to read this and/or shares their feedback. I won’t be sharing this widely on social media, since again this is mostly for me. Mostly for my own edification, I’m going to write up a brief and broad overview of the project, outlining the theme, salient features, inspirations, and my overall goals for the project. Ruff Land tie downs are designed like the driver retention devices on a race car.A couple months ago, I wrote up a thought experiment about a strategy game in which no resource was plentiful, a so-called “ scarce-resource RTS.” Since then, I’ve been working on a mod for StarCraft 2 intended to prototype and experiment with this idea. But only if the tie downs are designed properly. If your kennel is connected to your truck it can take advantage of your truck absorbing impact energy. Then there are the all-important heavy-duty tie-downs which you should always use. ![]() Plus, they feature six locking lugs where other kennels have no more than four. Likewise, the composite doors on a Ruff Land kennel are remarkably strong and designed to absorb energy. The raised floor in a Ruff Land also serves to provide both strength and cushion as does the designed-in body crease around the middle of the kennel. They may not break, but when your dog hits the side of the kennel, there is no give like there is with a Ruff Land. This is where the “stiff”, two-walled plastic kennels, which claim to be safer, fail. The walls, top and floor on Ruff Land Kennels also have built-in flexibility which absorbs energy that would otherwise be transferred to your dog. Ruff Land’s one-piece roto-molded construction is extremely strong. ![]() Most kennels are simply not strong enough to protect your dog in an impact situation. Ruff Land kennels feature race car-inspired Ruff-Flex™ Energy Dissipation Technology, a series of design elements that dramatically improve the odds of your dog surviving an accident. The truth is, traditional dog kennels are simply not designed to protect their four-legged passengers. It’s an unfortunate fact that too many dogs are injured or killed every year in vehicle accidents. Built safe, like a performance race car! Race Car-Inspired Ruff-Flex™ Energy Dissipation Technology
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