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ScreenShots anyone? - 7/22/2004 1:25:06 AM   
andytimtim


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When can we expect screenshots (hence the title of this thread )
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RE: ScreenShots anyone? - 7/22/2004 3:45:06 AM   
Mziln


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This post was in reguards to my request for some screenshots:

quote:

ORIGINAL: RobertCrandall RE: It's a disgrace 7/1/2004 2:24:26 AM

1. I met with 6 plus gamers that identified themselves as World in Flames players and had an in depth talk with each of them. I was looking for the things that engaged them most about the game and what tended to turn them off. I was amazed at how little consensus there was on the former. Three people said that they really liked controlling economic production and there was no real commonality beyond that! I take it as the sign of a superior game that so many different needs were satisfied out of one box.

Three people also wanted Days of Decision thrown in but did not agree on which version they liked best.

In terms of dislikes it was mainly about the sheer physical size of the boardgame and the inability to protect it from pets and family while not in use.

My queries re doing the impulse system by email and AI levels and expectations met with all kinds of different answers and no one theme emerged. Darn, so much for easy short cuts.

2. It is way premature to talk about screen shots yet. Flashpoint Germany is in the pipeline ahead of it but we should finally get it out the door in July and then our art guy can get busy.
Cheers, Rob.


Flashpoint Germany hasn't released yet, has it?

(in reply to andytimtim)
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FPG - 7/22/2004 8:11:19 AM   
Greyshaft


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Correct...

FPG has not been released yet.

_____________________________

/Greyshaft

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Post #: 3
RE: Screenshots - 7/24/2004 1:42:27 AM   
rtamesis

 

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If they can post screenshots of World At War on its website, surely Matrix games can post a few screenshots of World In Flames.

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RE: Screenshots - 7/24/2004 9:34:54 AM   
Mziln


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quote:

ORIGINAL: rtamesis

If they can post screenshots of World At War on its website, surely Matrix games can post a few screenshots of World In Flames.



The screenshots for "Gary Grigsby's World at War" state they are "Early Development Screenshots:". Matrix has not started development of "World In Flames". Matrix is awaiting release of "Flashpoint Germany" before shifting staff to start on "World In Flames".

*SIGH* I even offered to send them some screenshots from the demo (Version 7.66).

See my post :
All Forums >> [Computer Games From Matrix.] >> World in Flames >> It's a disgrace

(third from the bottom page one) Mziln 6/24/2004 2:41:55 PM

(in reply to rtamesis)
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RE: Screenshots - 7/24/2004 7:33:05 PM   
rtamesis

 

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Why don't you post them here so that people who've never heard of World In Flames can also have something to look forward to and drool?

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RE: Screenshots - 7/24/2004 7:40:07 PM   
rtamesis

 

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I found this site that talked about computerized World In Flames before it was acquired by Matrix Games. It has a few screenshots as well.

http://www.strategy-gaming.com/previews/world_in_flames/index.shtml

(in reply to Mziln)
Post #: 7
RE: Screenshots - 7/25/2004 12:11:25 AM   
Mziln


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quote:

ORIGINAL: rtamesis

I found this site that talked about computerized World In Flames before it was acquired by Matrix Games. It has a few screenshots as well.

http://www.strategy-gaming.com/previews/world_in_flames/index.shtml


A good site, although the information is extreamly old (Release Date: October 1999) . The screenshots were from Version 0.0.60 and the last Demo Version was 7.66.

I Noted Some Differences:

Production is simular but diferent. Version 7.66 shows the strength of the 10 infantry units you could buy. Say you purchased 2 of them you would randomly receive 2 of the 10 units.

Select Options now has a save as default box. Guards Banner Armies and Leaders are no longer optional additional units.

The Globe window has less red in it. The are now options on this window. including a Legend button that descreibe what the colors mean. Showing naval units on this window is an option.

My windows are Gray not Tan.

Going to check my ISP and see if I get storage space for screenshots.

< Message edited by Mziln -- 7/24/2004 10:13:00 PM >

(in reply to rtamesis)
Post #: 8
RE: Screenshots - 7/30/2004 11:42:33 PM   
IronManBeta


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It is late on a Friday afternoon before a long weekend and I'm bored stiff with my day job. Naturally my thoughts have turned to MWIF (WIF = the board game, CWIF = Computer WIF by ChrisM, and MWIF = Matrix Ed WIF by yours truly) and I'm leaning back in my chain and visualizing possible sequences of screens as the game begins and ends.

Right now CWIF jumps straight to the main map and you get it going by pulling down the appropriate menu items to start a new game, resume, etc. Matrix with it's other games leads the player more explicitly through various setup screens before arriving at the main map and that is something I would like to do here too. Broadly speaking, MWIF should do the same. Setting up the game state just so can be surprisingly difficult if there are a multitude a different ways of getting there and something that you would expect to be simple can end up being non-trivial in short order. It is fun to figure it out though.... If you have any thoughts yourself on what would be the best logical progression of screens by all means speak up. I could miss something obvious and it is surprisingly hard to change it once it has been done. 'Measure twice, cut once' I always say.

When Matrix took over development of CWIF I noticed that the current beta disappeared pretty quickly from the web. However someone just uploaded it to the Yahoo WIF discussion group so you can join that and download it if you like. Chris did a brilliant job producing it, but we was not a graphic guy by any stretch of the imagination. To be fair, he never said he was and the art that is there was always supposed to be placeholder art until he was close to done. (I just went through the same deal myself with FPG.) Now that we are looking at his game and thinking about what we want to do in terms of art, we find that we want to change rather a lot of the look. An awful lot. Some of it is dead easy - some of it is freeking impossible given the way the code is written. This will definitely be a lot of fun for someone.

We kicked around design ideas in a series of conferences in March and I worked up a prototype of what it all might look like at that time. I am happy to say that it met with resounding approval thanks to the 2D art supplied by one Robert Armstrong. It will be a few months yet before I can show it though - I can't commit to it until I can reprogram the game to accept it and sadly that falls at the harder end of the spectrum. I'm not trying to frustrate you, I'm just trying to be reasonable in what expectations I set! This is an absolutely mammoth project and nothing will be quick or easy about it. The results should be worth it though.

Back to day dreaming, Rob.

< Message edited by RobertCrandall -- 8/9/2004 7:33:45 PM >

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RE: Screenshots - 7/31/2004 7:13:39 AM   
rtamesis

 

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Can it be programmed in Java, thereby making it possibly cross platform? I use a Mac primarily, and while I can probably run a Windows version in Virtual PC, it would be nice if it ran on the Java virtual machine for the Mac.

(in reply to IronManBeta)
Post #: 10
RE: Screenshots - 7/31/2004 4:47:28 PM   
IronManBeta


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Sorry, the existing code base is in Borland Delphi (object pascal, fabulous implementation!) and that is where it will stay since Delphi is my favourite language. If we had to start over in Java it would never see the light of day! Matrix has said point blank that I am not allowed to start over.

More interesting in my mind is the possibility of making it a Dot Net app in a few years. Delphi has a really nice upgrade path in that regard. It doesn't get you the cross platform compatibility you are looking for but does offer an interesting new direction. That is truly gleem in the eye stuff though so don't hold me to it!

Good question though!

Cheers, Rob.

(in reply to rtamesis)
Post #: 11
RE: Screenshots - 8/4/2004 7:56:47 PM   
wfzimmerman


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Bob, first of all, thanks for all your informative posts. Keep day-dreaming!

Second, a couple of quick comments.

I know this may brand me as an eccentric, but I'm personally very happy that you're going to build off Chris M.'s original code base. It was such a labor of love, he deserves to be immortalized.

Personally, I like the way CWIF starts off with the map. I don't feel the need for a bunch of introductory screens. But ok with me if that works better for most people.

The 2D art sounds great. Does Robert Armstrong have any other stuff (different projects) that we can look at to get an idea of his style.

Sounds like you're heading in the right direction with PBEM.

(in reply to IronManBeta)
Post #: 12
RE: Screenshots - 8/9/2004 6:27:05 PM   
terje439


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quote:

ORIGINAL: wfzimmerman

I know this may brand me as an eccentric, but I'm personally very happy that you're going to build off Chris M.'s original code base. It was such a labor of love, he deserves to be immortalized.

Personally, I like the way CWIF starts off with the map. I don't feel the need for a bunch of introductory screens. But ok with me if that works better for most people.




Hear hear!!!

(in reply to wfzimmerman)
Post #: 13
RE: Screenshots - 8/9/2004 9:55:43 PM   
IronManBeta


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Check out Rob Armstrong's work at http://www.bullseyegraphics.com.au/home.html

I don't think any of the MWIF test art is public yet, but what I have seen is drop dead gorgeous. Oops, I shouldn't raise expectations like that.... It is incredibly exciting to be a code guy paired up with a 2D artist. So many of my past projects were a ton of work and looked bad because my art sucked. Very demotivating. Now the project can look glorious, the other developers get jealous when they see it, and Matrix pays for it all. I love it!

Cheers, Rob C


quote:

ORIGINAL: wfzimmerman

Bob, first of all, thanks for all your informative posts. Keep day-dreaming!

The 2D art sounds great. Does Robert Armstrong have any other stuff (different projects) that we can look at to get an idea of his style.


(in reply to wfzimmerman)
Post #: 14
RE: Screenshots - 8/10/2004 8:02:48 PM   
Mziln


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quote:

ORIGINAL: RobertCrandall

Check out Rob Armstrong's work at http://www.bullseyegraphics.com.au/home.html


When you click on Covers (at the Bullseye site) it shows.

The original WiF cover was by R. MacGowen (1985). This becomes confusing because it seems that R. MacGowen could also be a "Rob". I assime the interview here is being given by Robert Armstrong (Rob) who wants to give initial credit to R. MacGowen for the WiF cover and then expound on his artistic cover contributions.

(Question) With the exception of the original WiF cover. Is Robert Armstrong's art work all the work titled "Rob's" at this site (Rob's caricatures, Film / Game concepts, and etc.)

Note: the Smiley Face ---> (I'm trying to be friendly here and have great respect for all Artists)

I'm just seeking a clarification. I have worked with Artists and know how touchy they can be about their work (including giving and receiving credit). So, no offense is ment to be intended or implied here

I am sure Robert Armstrong is a highly skilled individual and eagerly await seeing his work on MWiF (I.e. Screenshots)

< Message edited by Mziln -- 8/10/2004 7:43:35 PM >

(in reply to IronManBeta)
Post #: 15
RE: Screenshots - 8/10/2004 9:23:16 PM   
IronManBeta


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I believe that all the artwork on that site is by Robert Armstrong himself unless credited directly to someone else. As you saw, under the "covers" header he lists Roger MacGowan's original WIF cover and then shows all of the followup covers that he himself (Rob Armstrong) did for later games.

Clear as mud now? You are wise to be sensitive to the artistic temprament!

Cheers, Rob.

(in reply to Mziln)
Post #: 16
RE: Screenshots - 8/15/2004 7:43:50 AM   
Mziln


Posts: 1107
Joined: 2/9/2004
From: Tulsa Oklahoma
Status: offline
quote:

ORIGINAL: RobertCrandall

It is late on a Friday afternoon before a long weekend and I'm bored stiff with my day job. Naturally my thoughts have turned to MWIF (WIF = the board game, CWIF = Computer WIF by ChrisM, and MWIF = Matrix Ed WIF by yours truly) and I'm leaning back in my chain and visualizing possible sequences of screens as the game begins and ends.

Right now CWIF jumps straight to the main map and you get it going by pulling down the appropriate menu items to start a new game, resume, etc. Matrix with it's other games leads the player more explicitly through various setup screens before arriving at the main map and that is something I would like to do here too. Broadly speaking, MWIF should do the same. Setting up the game state just so can be surprisingly difficult if there are a multitude a different ways of getting there and something that you would expect to be simple can end up being non-trivial in short order. It is fun to figure it out though.... If you have any thoughts yourself on what would be the best logical progression of screens by all means speak up. I could miss something obvious and it is surprisingly hard to change it once it has been done. 'Measure twice, cut once' I always say.

When Matrix took over development of CWIF I noticed that the current beta disappeared pretty quickly from the web. However someone just uploaded it to the Yahoo WIF discussion group so you can join that and download it if you like. Chris did a brilliant job producing it, but we was not a graphic guy by any stretch of the imagination. To be fair, he never said he was and the art that is there was always supposed to be placeholder art until he was close to done. (I just went through the same deal myself with FPG.) Now that we are looking at his game and thinking about what we want to do in terms of art, we find that we want to change rather a lot of the look. An awful lot. Some of it is dead easy - some of it is freeking impossible given the way the code is written. This will definitely be a lot of fun for someone.

We kicked around design ideas in a series of conferences in March and I worked up a prototype of what it all might look like at that time. I am happy to say that it met with resounding approval thanks to the 2D art supplied by one Robert Armstrong. It will be a few months yet before I can show it though - I can't commit to it until I can reprogram the game to accept it and sadly that falls at the harder end of the spectrum. I'm not trying to frustrate you, I'm just trying to be reasonable in what expectations I set! This is an absolutely mammoth project and nothing will be quick or easy about it. The results should be worth it though.

Back to day dreaming, Rob.


So your saying, If somone wanted a copy of CWiF v0.7.66 they could signup at...

wifdiscussion · List for the World in Flames game

and download a copy

I am awaiting acceptence to verify this (I already have a copy).



Never got permission from the site but Patrice was kind enough to give me the link for version 0.7.71

< Message edited by Mziln -- 8/19/2004 12:30:26 AM >

(in reply to IronManBeta)
Post #: 17
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