DeadInThrench
Posts: 318
Joined: 12/27/2006 From: NE Pennsylvania, USA Status: offline
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As far as PT is concerned.... you should know, you wrote it <g>. As far as TOAW is concerned.... big difference. Been around a long time and I imagine every developer that has had his hands on it has made an improvement. It comes up in a true windowed mode.... with title bar and the tasks bar is still there. You can maximize it and it will scale to whatever resolution you are on (and if you ended in maximized mode it will come up in maximized mode). But, if you go in a normal window, you can scale the window continuously to whatever hex by hex size you want (that fits). On top of this, there are 4 bird's eye hex scales and the game can be played with 3 of them (the tiniest is like a strategic map). I rarely use the biggest hexes but if you are going with a high screen resolution, then this mode would become significant. I don't believe continuously scalable hexes in a game of this nature would work. In a game like, say, Horse and Musket: Prussian War Machine, they have a continuously zoomable interface... and it works but even there they had to leave the figurines faceless because the zooming wrecked havoc with the face details. Now, this is a game with figurines. In a game with counters and numbers and letters on the counters, a continuously zoomable interface would wreck total havoc and, IMO, would simply not work. You could probably do 2x or 4x or .5x but... probably need touchup to make it work. I really don't know what TOAW does but it has a lot of sizes. IMO, you should really consider making the right and bottom panels droppable. I do program app development and this is essentially what the user interfaces in the IDE do there. Would give you a much bigger display area for replay, movement, and a lot of other things. Would give you a leg up on the competition IMO. DiT
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