Tuesday, 22 November 2016

I am just a little sidetracked ;-)

Game development is a huge domain of different skills. Programming is only one part of it.

At the moment I am actually being sidetracked by the world of graphics design and are trying to learn stuff by going through different online tutorials. I started with a 3D modelling course but soon ended up on more fundamental subjects such as the basics of drawing. Pen and paper is not to be underestimated when learning design.

Monday, 31 October 2016

Turn Sequence (in the making)

At the moment I am working on the turn sequence mechanics and it will take some time (another week or two) before I get this part up and running in a state that is ready for demo. So far I have managed to create unit selection markers as shown below. This means that it is possible to select a unit and then hover over the field to move, or hover over an enemy to shoot.

As part of creating the turn sequence logic I will probably also add som very basic (fake) AI for the enemy side and let the computer advance units to predefined locations on the table, shooting whatever turns up in the way.

Thursday, 27 October 2016

What AR will bring to the table

Today I had planned to post a video about my latest additions to the game, but this is totally impossible because of a terrible mancold!  Snot, snot and snot. I can hardly speak.

However, what I can do is to show you a clip that shows what Augmented Reality will bring to the table (pun intended). Imagine what it can do to a game like mine, and it will be so!

Saturday, 22 October 2016

Books incoming!

Pondering about the rules made me realize that I need to know much more about ww2 infantry organisation and tactics. Said and done, I just ordered some books:

Tuesday, 18 October 2016

Shooting and Dying

I have now finished the first basic version of the shooting and dying mechanics. The logic is very simple to begin with and works something like this:

For each soldier in the shooting unit:
1)  Wait for a shoot order from the player
2)  React to the order for a random number of 10ths of a second.
3)  Run the shooting animation
4)  Roll to hit

Then for each soldier in the target unit:
1) Check if I am hit
2) Roll to see if I am lucky enough to avoid the hit (defence roll / save roll)
3) Do the dying animation, falling to the ground.
4) Remove casualties from the game table

In order to make the shooting "realistic" I have added some random order reaction time to each soldier shooting. The reason is to avoid shooting in exact synchronization which just looks silly. Not to mention dying synchronously.

Sunday, 16 October 2016

Pondering the Rules (part 1)

At the moment I am working on the game mechanics for shooting and dying, but meanwhile I would like to share some initial thoughts about the rules of the game. So far I have identified the following subjects that will need to be decided, designed and implemented:

Line of sight and cover
I need to decide on how line of sight and cover will affect the game. My idea right now is that LOS and cover will be calculated for each and every model and not at an average unit level. Since this is a computer game there will be no delay in the gameplay when working with individual models. For the same reason I can also be quite detailed in the calculation and will not have to make simplifications to keep the pace up. LOS and cover calculation will be made automatically by the game in no time.

Command and control
It is important to get the command and control rules right. I think they could make or break a WWII computer game like this. On one hand the thoughrough assignment and use of leaders must play an important role in the tactics to make the game a “true” wargame. On the other hand the command and control rules must not appear limited and/or slow for a computer game. Computer games are quite unforgiving when it comes to game pace. If the flow of the game suffers, players will be bored or frustrated and leave.

Total destruction should not be the only way to defeat a unit. Bringing down the morale of a unit (or a whole battle-force!) is a perfectly valid way of making progress. The game must also offer the possibility to rally units that is close to breaking.

Being shot at can be very stressful for a unit and this should play an important role in the game I believe. Suppression is kind of a variant of morale that can keep an enemy unit down for one or a few turns. This could be a good way of preventing opportunity fire from that unit. 

Opportunity fire
I am playing with the idea that the primary reason for shooting should be opportunity. This means that the shooting takes place in the enemy turn when an enemy unit appears, and not as a result of an order in the players own turn. By doing this the focus of the tactics will be moving and positioning the units right.

Thats all for now folks. More ideas for the rules will come in a later post. Feel feel to comment with any ideas or opinions about the rules so far.

Tuesday, 11 October 2016

The Beginning!

As it happens, I have finally started my journey towards computer game development! This was probably bound to happen sooner or later since I am a dedicated gamer and also have a background in programming. However, now I am up and running!

So, the last few weeks I have been spending a lot of my time in front of online tutorials and believe I am getting to a point where I understand the basics at least. I have even started to work on a game prototype of my own(!) as you can see in the video below. And since I am also a big fan of tabletop miniature wargaming, choosing the concept for my first game was a no-brainer.