GlitchSCG
Head Administrator
Global user
Registered: 01-2005
Posts: 327
Karma: 6 (+7/-1)
|
|
Reply | Quote
|
|
WinWar II 5 Progress - February 2009
After a seven month hiatus I am back working on WinWar II 5 full steam. My previous effort became stalled due to a problem in the way I build the internal data structures that represent units in the game. This led me into problems that I couldn't overcome, and I new a re-design was needed. Inspiration struck a few months ago and I'm happy to say that my new design conquered the old problems and WinWar II 5 is moving forward more quickly and smoothly now.
I can build forces (land, air, and sea) and move them around the map, including loading land units onto transports. The new design is efficient, flexible, and elegant.
I am anxious to play this version! You will need to make sure that your forces are not isolated, that they have a clear path to a Supply Source. Otherwise, their strength will degrade as they move around the map. A Supply Source could be a land-based HQ, or a BattleShip along the coast. This makes strategic use of fleets a vital part of the game. Speaking of fleets, in order to re-Supply them, you need to dock them into a friendly land zone. Of course, when they're docked they are extremely vulnerable (ala Pearl Harbor.) I like how this Supply mechanic works in the background without burdening the player, but rewards players who understand the system and now how to properly manage their units.
Another interesting twist is the introduction of "character" units into the game. These represent Heads of State, and top Military Leaders. You can, for example, let Rommel lead the armored battle into Africa, or put Yamamoto in your strongest Japanese fleet to gain his combat bonus.
Another interesting twist is the introduction of Spy units into the game. These invisible units allow you to see what your enemies are doing from far away. They can also steal enemy Technology Points if placed in enemy zones that contains Labs. Be careful though, if your Spy is in a zone that contains enemy Spies, there's a chance it can get captured and eliminated!

Last edited by GlitchSCG, 2/28/2009, 10:11 am
|
|
2/27/2009, 7:58 pm
|
Link to this post
Send Email to GlitchSCG
Send PM to GlitchSCG
|
awfullyjohntoday
Registered user
Global user
Registered: 08-2007
Posts: 40
Karma: 0 (+0/-0)
|
|
Reply | Quote
|
|
Re: WinWar II 5 Progress - February 2009
Wow! I am so impressed and ready to play.
. When do you think a playable version will come out? Can we help you in any way (making scenarios, AI, etc.)?
|
|
3/1/2009, 10:36 pm
|
Link to this post
Send Email to awfullyjohntoday
Send PM to awfullyjohntoday
|
GlitchSCG
Head Administrator
Global user
Registered: 01-2005
Posts: 327
Karma: 6 (+7/-1)
|
|
Reply | Quote
|
|
Re: WinWar II 5 Progress - February 2009
I want to play it too! I am getting anxious.
There's still quite a bit of work left, but I have a good feeling about it now. If I had to guess I would say we might have a beta version in the next 2 months or so. I will need help working through the kinks of multiplayer at that point, while I develop the framework for the AI's. Like SV5, you will be able to program AI's in C#. The game also supports custom maps and scenarios.
Another piece I can develop after the initial beta is the scoring system. I want to maintain online leader boards showing the top scores for each nation. This will provide an incentive for players to "play for themselves" even when they are in an alliance.
|
|
3/1/2009, 11:23 pm
|
Link to this post
Send Email to GlitchSCG
Send PM to GlitchSCG
|
fermar84
Registered user
Global user
Registered: 08-2007
Posts: 3
Karma: 0 (+0/-0)
|
|
Reply | Quote
|
|
Re: WinWar II 5 Progress - February 2009
Hi, i understand that the idea is to keep the game play simple while including some nice features, so i came up with some altough dunno if they fall in the scope of the game:
1. A friendly zone is not an air base, there should be airports an exist as a factory or something like that.
2. Unit experience should be also a factor.
3. Like previous version, there should be wheather and now include terrain types (plain, desert, forest, jungle, mountains, swamp, city) which have a modifier and affect the unist in battle
4. I like the top military leaders, but i would change the fact that you can have them in stock and using them when properly. Also some of these leaders should have different kind of specialties, like defense, or attack, or assault.
5. I would like a more detailed standard scenario since it gives a better sense of strategy beacuse you can reach a given place through various paths so you have to defend more zones or place your units better for getting the most out of the terrain
6. Zones that are not a city or anything but generate resources (like oil fields, or food zones, something like that) and make you defend them.
Also, i'm lookikng forward to develope some AI for the game , and for playing it!
Cheers,
Fernando
|
|
3/2/2009, 9:08 pm
|
Link to this post
Send Email to fermar84
Send PM to fermar84
|
GlitchSCG
Head Administrator
Global user
Registered: 01-2005
Posts: 327
Karma: 6 (+7/-1)
|
|
Reply | Quote
|
|
Re: WinWar II 5 Progress - February 2009
Funny, but I had many of these ideas in the old attempt that I scrapped, but I decided for various reasons to eliminate them.
1) The scale of the game is such that the zones are so large that you can consider that they would automatically have an air base. Thus, no separate "air base" needs to be built. After trying it I like this better and it's simpler.
2) I think this also complicates things a bit too much for what I'm going for. Tracking and displaying the force "strength" is enough, and adding another factor would be too confusing.
3) I will include weather, but maybe not until Build 2. Also, I dropped terrain types, but have abstracted this into a "defensive bonus" property that certain tiles have (like Switzerland, etc.)
4) The Leaders can have specialties in a specific unit type, in addition to an overall bonus factor.
5) You will be able to build it!
6) A zone can have a high Value without containing a Factory or a Base.
|
|
3/2/2009, 10:32 pm
|
Link to this post
Send Email to GlitchSCG
Send PM to GlitchSCG
|