Peter Fisla
Posts: 2503
Joined: 10/5/2001 From: Canada Status: offline
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quote:
ORIGINAL: bretg80 quote:
ORIGINAL: Peter Fisla [Posted this on the grogheads forum, sharing it here with you] It's easy to say that interface could be improved, yes it could of course; if you look at other tactical wargames like say Squad Battles, Pz Command it's easy to overlook the fact that these games only have few units (and the personnel within those units shirt, the unit itself never breaks down into sub units), weapons in a hex. In Tigers on the Hunt, like in ASL; you can have 6 Half-Squads + 6 support weapons, 4 Leaders + 4 support weapons and a Vehicle = 21 objects, never mind the fact that you can also have un-possesed support weapons + ordnance in the same hex, that's just one side. When you have Close Combat segment, the other side can have as well many units and weapons so you can possibly end up with 45+ objects all in the same hex. I can't think of any easy to use control, that would allow you to see all the objects in any meaningful way - without using a grid or tree control. The game code needs to account for all the objects you can have in a hex...otherwise the game will crash. Also in terms of the way interface works to move a unit or to fire with a unit/weapon. There is a lot of game functionality validation going on behind the interface when the user selects an object and the game provides information to the user what can be done with that selected object (unit/weapon). So the game provides feedback to the user right away, rather then allowing the user to pre-select whole bunch of stuff and only provide message to the user once the user clicks on something on the map to resolve the action. There is a reason why ASL was never converted to computer, the system is too complex/too expensive from development perspective to port it over properly to computer and for what 5000 copies sold ? I was crazy enough to be inspired by ASL to write my own game. Thinking about how long it took me to get it done now, I'm not sure I would have started it 10 years ago. Wow - 45 counters in a hex, that is madness . That explains your rationale for the tree selection tool. What is going to be even more interesting is to see how you keep track of those units and render the fired vs non-fired. Does the counter stack reduce in size as the units fire? Interesting problem to solve. Kudos to your efforts in this endeavor, those of us gamers will always provide our input on things we like and dislike and we also appreciate your feedback on why you made the design choices you did. Keep after it, if the game is good you may sell more than 5000 copies Units that fired, will marked as such in the tree control. In addition, each unit that fired will marked with a graphics marker as well as will be in darkened state - this feature is an option and can be turned on/off. There is also something called a pop up window, when you right click on a hex with units, it graphically show you all the units in the hex.
< Message edited by Peter Fisla -- 1/27/2016 1:41:40 PM >
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