Rising-Sun
Posts: 2082
Joined: 11/5/2009 From: Clifton Park, NY Status: offline
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quote:
ORIGINAL: BBfanboy quote:
ORIGINAL: Moltrey I suppose there will be a healthy dose of Matrix saying "This is what we are willing to do based on the interest/feedback gents" and we will have to live with it. On the other hand, I am OK with that; 100% of 50% scope is better than 0% of 100% of scope to me. Overall, I would really enjoy some "help" in slogging through all those thousands of units that need orders on December 8th. To me this translates into: - better User Interface and ease in recognition and speed of feature usage while giving orders - a whole slew of automation and "task stacking" tools that allow coordination w/o having to remember everything turn to turn or 7 turns later - improved player feedback on actions taken in the interface and local repercussions perhaps I am a bit concerned about whether Matrix/Slitherine can find the right programming folks to pick WITP:AE up and run with it, but I suppose if they are taking this seriously (it sounds like it so far) that they have considered that already? Before you start coding a game engine, you have to settle on game design. This would be like setting out the design criteria for a new building before asking architects to submit their designs for it. The problem here is that the basic design of the game with all its combat resolution and movement algorithms and databases comes from one Mr. Gary Grigsby, who has ownership of the game design and has already said he would never do another game like WITP-AE because of the complexity it presented. So if he is not on board, the first step would be buying the rights to the game design from him. After that the tweaks to game design we have been talking about could be dealt with and put in the programming specification. The alternative to this is to abandon Gary Grigsby's approach and design the game quite differently - which would make it a new and unfamiliar game. I don't think most of the current game's fans would want a complete new approach. That what happen to Hearts of Iron II, there were few games such as Iron Cross, Darkest Hours, etc. Somehow the players or fans manage to buy the license and got this rolling and selling it on the market. They did however manage to improve the game in some ways. For example, Darkest Hours were a little more complex and many zones were placed.
< Message edited by Rising-Sun -- 7/5/2019 2:44:15 PM >
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