Wargamer Home - Forum Home
Welcome Guest, please Login or Register!
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.

Topic: Game Prototype: Turn-Based WW2 Tanks

    Page 1

All Forums : [THE GAMING PLAZA] : Game Development, Research & Modding > Game Prototype: Turn-Based WW2 Tanks
9 APR 2011 at 4:31pm

Battlespace

Centurion
Centurion



Posts : 231
Joined: 6 JAN 2005
Location: US, AZ

Status : Offline
Hello, Have been developing games in Flash for a few years and have recently started working in Unity.  I'm developing a WW2 turn-based hexagonal wargame as a prototype to focus on gameplay.  I'm not spending as much time on graphics (it isn't very pretty right now) and other features just yet.  It will be considered a lite-wargame focusing on small skirmishes that are easy and fast to play. I still have a lot to do but plan to have the prototype done in two to three months.   This is a part-time one-man show so I'll continue to post updates when I have something worth showing.  I plan to make the prototype available for free download in hopes of gathering constructive criticism. The prototype will include one scenario and single player only (but as either side: US or Germany).  The map will be larger than shown in the pictures and each side will have various vehicles (Tanks, towed AT Guns, Transports and Infantry).  [image]http://dev.battlespacegames.com/images/tank/wargamer_1.png[/image] [image]http://dev.battlespacegames.com/images/tank/wargamer_2.png[/image]

Profile Search


9 APR 2011 at 4:37pm

IronX

Centurion
Centurion



Posts : 967
Joined: 25 JUN 2011
Location: CA, British Columbia

Status : Offline
Looks interesting. Look forward to further updates.

Profile Search
9 APR 2011 at 4:59pm

Battlespace

Centurion
Centurion



Posts : 231
Joined: 6 JAN 2005
Location: US, AZ

Status : Offline
Thanks

Profile Search
9 APR 2011 at 5:05pm

junk2drive

Centurion
Centurion



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.

The Wargamers Tournament: Phase One Combatant Medal


Profile Search
9 APR 2011 at 5:12pm

Celozzi

Centurion
Centurion



Posts : 153
Joined: 20 FEB 2004
Location: US, CT

Status : Offline
Looks/sounds good. Also looking forward to more Keep up the good work.

Profile Search
9 APR 2011 at 5:43pm

Staggerwing

Colonel
Colonel



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)

 

 

 

 


Profile Search
9 APR 2011 at 6:08pm

Battlespace

Centurion
Centurion



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.

Profile Search
9 APR 2011 at 7:47pm

Kid

Commander
Commander



Posts : 1202
Joined: 18 JAN 2006
Location: US, FL

Status : Offline
Looks good. Keep us posted.

USN Ret.


Profile Search
9 APR 2011 at 8:37pm

ghostryder

Colonel
Colonel



Posts : 6934
Joined: 4 MAY 2004
Location: US, Texas

Status : Offline
Looks good and nice to see hexes in this engine. Keep us updated.

 

The Old Guard


Profile Search
10 APR 2011 at 8:20am

junk2drive

Centurion
Centurion



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.

The Wargamers Tournament: Phase One Combatant Medal


Profile Search
10 APR 2011 at 10:02am

Battlespace

Centurion
Centurion



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.

Profile Search


27 JUL 2012 at 9:42pm

junk2drive

Centurion
Centurion



Posts : 986
Joined: 5 JUN 2005
Location: US, az

Status : Offline

Any news?

 

Your turn sequence sounds like Conflict of Heroes.

 


The Wargamers Tournament: Phase One Combatant Medal


Profile Search
All Forums : [THE GAMING PLAZA] : Game Development, Research & Modding > Game Prototype: Turn-Based WW2 Tanks

    Page 1

Jump to:
0 Members Subscribed To This Topic