If this is your first visit, be sure to check out the
FAQ by clicking the link above. You may have to
register or
login before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
| 9 APR 2011 at 4:37pm |
IronXCenturion


Posts : 967 Joined: 25 JUN 2011 Location: CA, British Columbia
Status : Offline | Looks interesting. Look forward to further updates.
|
| 9 APR 2011 at 4:59pm |
BattlespaceCenturion


Posts : 231 Joined: 6 JAN 2005 Location: US, AZ
Status : Offline |
Thanks
|
| 9 APR 2011 at 5:05pm |
junk2driveCenturion


Posts : 986 Joined: 5 JUN 2005 Location: US, az
Status : Offline | Looks good. Best of luck. I have beta tested several games so if you would like any advise or critique let me know.
|
| 9 APR 2011 at 5:12pm |
CelozziCenturion


Posts : 153 Joined: 20 FEB 2004 Location: US, CT
Status : Offline | Looks/sounds good.
Also looking forward to more
Keep up the good work.
|
| 9 APR 2011 at 5:43pm |
StaggerwingColonel


Posts : 3317 Joined: 4 AUG 2007
Status : Offline | Does the game register the hex sides' value and use deduct it from the unit's movement allotment or
does it measure the actual discreet distance from each point to each other point regardless of where
in a hex that point is? Is LOS blocking based on true object density or by the hex-side value? Did you
create your own objects or are you using ones available elsewhere? Any plans to use ballistics or are
you using dice roll system to determine chance of hit and damage caused? Does each object have
a single damage value or can it suffer damage to individual components such as tracks, gun, loader,
commander, etc?
So many questions!! [] I'm very interested in how you build this game. Any thought to
creating a development diary to show how you implement features and work around
problems? It could be very instructive to others.
Wit Ye further, or how...?
-Voluspa (Poetic Eddas)

|
| 9 APR 2011 at 6:08pm |
BattlespaceCenturion


Posts : 231 Joined: 6 JAN 2005 Location: US, AZ
Status : Offline | Hello,
No problem, my answers to each are below.
Originally Posted By Staggerwing
Does the game register the hex sides' value and use deduct it from the unit's movement allotment or
does it measure the actual discreet distance from each point to each other point regardless of where
in a hex that point is?
Currently, I'm planning to only allow a single unit, regardless of type, to occupy a hex. A unit will be placed in the center of the hex they occupy. So the hex center to a surrounding hex (both "Flat" terrain type) would just count for a movement of 1. I only have flat and wooded hexes for now but will be working on hills, mud, river/water, dug-in and other hex types. Movement into these hexes may count more than 1 or require that you stop (mud) when entering. So, no actual distances are used. Did I answer your question?
Originally Posted By Staggerwing
Is LOS blocking based on true object density or by the hex-side value?
It is strictly based on the terrain type assigned to that hex. The grass and trees are placed randomly within each hex. A wooded hex will block LOS regardless of how many trees are in it. I may have a "lightly wooded" area with a lot less trees that may not block LOS - but it also wouldn't give any defensive bonus to infantry either.
Originally Posted By Staggerwing
Did you create your own objects or are you using ones available elsewhere?
I'm not a 3D modeler so the majority of it is purchased. I've been buying affordable low-poly WW2 vehicles. I did hire someone to make the hexes and texture for me. They have also created a seamless water tile and hill for me as well but I haven't decided if I'm going to use it yet. I need the textures and model re-worked but now the 3D modeler is too busy for my project. I'll need to find someone else.
Originally Posted By Staggerwing
Any plans to use ballistics or are you using dice roll system to determine chance of hit and damage caused?
No plans for ballistics... will be a chance of hit/damage caused.
Originally Posted By Staggerwing
Does each object have a single damage value or can it suffer damage to individual components such as tracks, gun, loader, commander, etc?
I plan for two modes of play: Basic and Advanced. Basic will track damage to the vehicle as a single percentage (no Front, Sides or Rear armor values) and no individual components. Advanced will track armor values separately and individual components.
Originally Posted By Staggerwing
Any thought to creating a development diary to show how you implement features and work around
problems? It could be very instructive to others.
Sure, I might start doing that in the next couple of weeks. I'll let you know.
|
| 9 APR 2011 at 7:47pm |
KidCommander


Posts : 1202 Joined: 18 JAN 2006 Location: US, FL
Status : Offline | Looks good. Keep us posted.
|
| 9 APR 2011 at 8:37pm |
ghostryderColonel


Posts : 6934 Joined: 4 MAY 2004 Location: US, Texas
Status : Offline | Looks good and nice to see hexes in this engine. Keep us updated.
|
| 10 APR 2011 at 8:20am |
junk2driveCenturion


Posts : 986 Joined: 5 JUN 2005 Location: US, az
Status : Offline | Besides squares vs hexes, how will you be different from Slitherine's Battlefield Academy?
How many elevations?
WEGO would set you apart from other hex games.
Map and scenario editors are a must have IMO.
|
| 10 APR 2011 at 10:02am |
BattlespaceCenturion


Posts : 231 Joined: 6 JAN 2005 Location: US, AZ
Status : Offline | Originally Posted By junk2drive
Besides squares vs hexes, how will you be different from Slitherine's Battlefield Academy?
How many elevations?
WEGO would set you apart from other hex games.
Map and scenario editors are a must have IMO.
I have not purchased Battlefield Academy yet but I've watched videos and heard great things about it. I'll be able to answer this question after I've spent more time on my own design. BA is professionally done with a decent budget and by a team while I'm an indie.
Right now, I am coding a IGOUGO design but one unit at a time so the gameplay is quickly alternating back and forth keeping both players involved. My influence for this IGOUGO design is from my miniature gaming experience. I like the Epic (40k, Armageddon) ruleset by Games Workshop where you alternate back and forth between formations. This decision isn't final and I'm willing to program it a couple of different ways in the prototype to find the best turn system for it.
I agree editors are needed for this type of game. The prototype will not include editors but the final product will include them.
|