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Topic: WarHex - turn based strategy for mobile devices
Two of us are creating a small turn based war game called WarHex for all mobile devices (Android, iPhone, Windows 7 mobile plus PC/Mac - so almost everything that has a CPU inside - ):
The reason why we post right now here is that we have a simple question. We are native German speakers and we have a unit called "PAK" (Panzerabwehrkanone) which is something like an anti-tank gun. Is there an English abbreviation like "PAK" in German? Is "ATG" a valid one?
Thanks so far!
If the game is American/British vs German then I would use PaK (w/ capital 'K') for the Germans and ATG for
the Allied side since most wargamers know what a PaK is. If you can only use one identifier for both sides
I would use ATG. I look forward to seeing the final game!
Thanks! So we'll make it that way. The Germans will have the PaK, the allies the ATG. Here an early screenshot from my Desire HD:
I'm the Artist (Designer) of the project.
Nice to see that you're interested in that game.
I want to show you some 3D stuff for the game.
Originally Posted By Kid
I don't but would it be possible to make it like PBEM?
Xaron is a fan of PBEM he want to write this as a basic feature of hexbattles.
Another optical problem is the unit size on the different smartphones.
I want to show you two screenshots. Please tell me what unit size (1 or 2) would you prefer.
Some more screenshots. We've worked on some editors for maps and the units itself (which are in German because they won't be public anyway):
The unit editor:
The map editor:
It's now possible to set borders (which are visible around the river).
I would suggest reducing that "info" window to a few icons and leaving the detailed info on a separate screen (see, e.g., how Uniwar deals with this). You are almost guaranteed to have major issues getting that to show up properly on medium-density phone screens (and no chance at all on low-density phone screens).
In general - be wary of screen resolution issues; this is not a big issue with iPhone development (as you have a limited number of models), but for Android you have such a huge variety of screen sizes and resolutions - with new ones being added every month - that you are bound to run into trouble. The simpler you can make the GUI, the better.
Thanks for the tipps! I have checked that stuff from resolutions starting at 320x240 up to 800x480 on Androids and it looks ok. Well yes on a 320x240 Wildfire it's not that great. Will think about these issues. Thanks again!
Thanks! It will run on iPad as well as the iPad can run iPhone games? If you ask for a special version for iPad this is likely to come with a larger map size.
Here some new screenshots, I got the AI to work.
Computer (please note that this is some kind of a debug view, that's why there is the path to the target marked and so on...):