Design Pillars


Dark Omen pillars 

  1. Immersive battles
    squads oriented, slow-paced with focus on tactical maneuvering and micro-management of moderate-sized troops rather than grand armies confrontation, button mashing power-ups (e.g. strength boost)

  2. Tabletop rules adherence (which emphasizes medieval warfare simulation)
    combined arms, formations, flanking, line of sight, terrain advantage, troops morale, etc

  3. High fantasy setting (question)
    mythic races, terrifying monsters, powerful sorcery and artifacts

  4. "Alive" units
    Unique units, leaders' flesh-out personalities, in-depth background, special abilities, yelling/talking leader portraits. All these emotionally attach player with units and make him care about them.

It is also worth to mention entertaining narrative in Dark Omen single-player campaign as well as music and sfx (voiceover speech) which greatly helps to pass tense of battle

Realistic physics for squad formation movement and ballistics

example of features prioritization by using pillars: