RE: Bitter Glory (Full Version)

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Widell -> RE: Bitter Glory (6/28/2009 9:22:59 AM)

quote:

ORIGINAL: Anraz
Yup:)

http://screen.bitterglory.com/in/09-06/nefohgveo.png


Any chance there are more distinctions than "small" vs. "big" river? With that (fantastic!) granularity of the map detail, I'd guess you'd have a strong correlation to the terrain types in general, and in this case river types more specifically?




Anraz -> RE: Bitter Glory (6/28/2009 7:14:15 PM)

There are a lots of different "rivers" :
http://screen.bitterglory.com/in/09-06/yeukckwwb.jpg
all of them have impact on movement, fight and cost of infrastructure.




Widell -> RE: Bitter Glory (6/29/2009 12:46:38 PM)

quote:

ORIGINAL: Anraz

There are a lots of different "rivers" :
http://screen.bitterglory.com/in/09-06/yeukckwwb.jpg
all of them have impact on movement, fight and cost of infrastructure.

Cool! Like that and looking forward to this one. Keep up the good work!




Anraz -> RE: Bitter Glory (6/29/2009 1:45:05 PM)

Hmm I’ve spotted that are no visible choices in “river type” combo box. There are three kinds of rivers, canal and two straits to choose.

quote:

Cool! Like that and looking forward to this one. Keep up the good work!


Thanks for encouraging words!





Anraz -> RE: Bitter Glory (9/17/2009 10:10:10 AM)

A few screens showing day and night cycle in Bitter Glory:  LINK




Anraz -> RE: Bitter Glory (4/20/2010 9:19:44 AM)

Road network in Africa (screen from the editor)

[image]http://91.121.232.99/in/10-04/navekwgdp.jpg[/image]




SeaMonkey -> RE: Bitter Glory (4/21/2010 2:42:00 AM)



What significance do the different colors have for the road grades?




Anraz -> RE: Bitter Glory (4/21/2010 7:47:23 AM)

White roads are the weakest ones which allow to supply regularly troops and transport goods and resources (roads are basic substance to economy of any area). Yellow roads are just better version of roads (denser net of roads or/and better roads, etc).

Red and violet roads represents roads and railroads. Rails allow to transport units and goods&resources  by trains.

Roads (like terrain) determinate number of units which can attack, I mean number units at first line. The number is calculated individually for every battle. For any attack any number of units is allowed, but excessive units just stay behind and wait until ones from the first line exhaust (fulfill given condition) and back away.




Karri -> RE: Bitter Glory (4/21/2010 8:58:04 AM)

So what if there are no roads?




Anraz -> RE: Bitter Glory (4/21/2010 9:14:52 AM)

If there is no road in neighbors hexes, road connected with logistic centre and with its range, units suffers from attrition and have limited fighting capabilities. Notice the distance between adhered hexes is ~75km.

Also if there is no road a player may build a new one :)





Anraz -> RE: Bitter Glory (4/26/2010 10:03:27 AM)

Road network in Asia (screen from the editor)

[image]http://91.121.232.99/in/10-04/wldsxgweq.jpg[/image]




Anraz -> RE: Bitter Glory (5/4/2010 8:59:18 AM)

Australia and Indonesia

[image]http://91.121.232.99/in/10-05/jssbdsyfn.png[/image]




goodwoodrw -> RE: Bitter Glory (5/4/2010 9:40:37 AM)

Anraz, I think you're a tad kind with the road quality on the Oz map. The road between the south and western Australian borders were still second rate in the 70s, so in the 30s and 40s they would improved dirt roads. They should be white far sure!
Ron




Anraz -> RE: Bitter Glory (5/4/2010 12:03:55 PM)

Thanks Ron. I'm sure the map will be tweaked (also thanks to comments like this one). You know we are (at least a few of us)  real map geeks ;)




goodwoodrw -> RE: Bitter Glory (5/4/2010 3:42:50 PM)

Even on our modern roads it takes about eight days to drive an army truck convoy from Melbourne to Darwin. I have done that trip several times. 80Ks an hour in convoy formation that distance just plain boring. And pretty dangerous as well! On a three month exercise in 1989 there were 15 road death civilian and military.




Anraz -> RE: Bitter Glory (5/10/2010 8:45:36 AM)

South America 


[image]http://91.121.232.99/in/10-04/qlglrvanw.jpg[/image]




Anraz -> RE: Bitter Glory (5/18/2010 10:42:05 AM)

Europe

[image]http://91.121.232.99/in/10-04/ppqlxtuwf.jpg[/image]




Karri -> RE: Bitter Glory (5/18/2010 3:26:30 PM)

The road in Lapland, from Finland to Russia, should definetly be white(that was the worst, right?). It was more of a path than a road anyways.




Anraz -> RE: Bitter Glory (5/18/2010 4:06:42 PM)

quote:

ORIGINAL: Karri

The road in Lapland, from Finland to Russia, should definetly be white(that was the worst, right?). It was more of a path than a road anyways.


Most probably it will be white because the map will be tuned in the finale stage of development and during beta tests.




Chris Bisson -> RE: Bitter Glory (5/19/2010 11:48:22 AM)

Is it still true that this will only be for Mac OS ?




Anraz -> RE: Bitter Glory (5/19/2010 12:20:33 PM)

Hmmm I`m surprised...Where can I find such “revelations”?

The game is meant to be played on PC (with Windows and maybe with Linux) and maybe on Mac OS. PC with XP/Vista/Win7 is a native environment for the game.




Anraz -> RE: Bitter Glory (5/24/2010 8:17:48 PM)

And finally North America:

[image]http://91.121.232.99/in/10-05/rahxirimn.png[/image]




Mike Dubost -> RE: Bitter Glory (5/27/2010 4:56:56 AM)

This looks good. I am really looking forward to this game.

For North America (at least in the USA), the road network changed over a span of a few years. For example, the Alaskan Highway was finished shortly after Pearl Harbor, if memory serves. Also, my Grandfather kept a bunch of old Life magazines from the war, including the period between the start of WWII in Europe and Pearl Harbor. In one of them, there was an ad that mentioned how much time had been cut off the drive between San Francisco and Los Angeles by the new highway over the Sunol Grade. From the zoomed out picture, I think there is a red road down the east side of SF Bay, if so it would be this road over the Sunol Grade. (To see the Sunol Grade as it is today, go to your favorite map site, and look at Interstate 680 and Automall Parkway in Fremont CA, then pan north up I680. The grade is the rugged area between Fremont and Dublin.).

So, this brings up the question, is the road network a "snapshot" in time, or does it change over the course of the game (either by player construction or assumed to follow historical construction)? If it is fixed, what year is it fixed at? For much of the world, it probably makes little difference on the scale of the game, but for the US it might matter.




Anraz -> RE: Bitter Glory (5/27/2010 8:14:39 AM)

The road network can be easily developed by players during any scenario.  This map (basic) is based on 1933 maps as the first scenario starts at this date.  Beside possibility to construct roads, there is “the dark side” - roads are affected by bombardment (planes, artillery, ships) and by any land combat (so in effect they can be temporary damaged and sometimes even partly destroyed).




goodwoodrw -> RE: Bitter Glory (5/27/2010 10:15:50 AM)

What about rail networks? will drawn on the map like roads?




Anraz -> RE: Bitter Glory (5/27/2010 10:36:59 AM)

In order to limit number of entities in hexes (we have port, airport, radar, various resources, fortress and more) roads and rails are represented as one parameter which depending on its value is interpreted/represented as a road or as road and rail. So “red” and “violet” are rails and roads,  “yellow” and “white” are only major roads.




Mac_MatrixForum -> RE: Bitter Glory (5/27/2010 7:02:59 PM)

This game seems utterly fascinating and the decisions regarding the combat modelling especially so. I hope to read some thoughts into how the game engine works and what kind of details you face during development. I don't mind if the things are still work in progress, it would nice to hear how it's going if you can release any details [:)].




Anraz -> RE: Bitter Glory (5/28/2010 8:37:53 AM)

Indeed things are in progress, however I`m quite open about speaking about game mechanism. Further more I`m going to restart regular devdiary when proper screens form  the game are available, I mean a new GUI and terrain (now, during development process, the game is quite ugly :], our ambition is to make the game quite pretty).

Considering development process amount of data to gather and input into game is one of the biggest challenges faced by us. Imagine almost one hundred possible (but not necessary) values for a single hex and... ~70k land hexes (out of 211k in total). Three men, geographers, have been filling the map with data for teen months... Beside the map there are countries` settings, units, leaders, politicians, events, and so...

The other big or maybe even bigger challenge is the size of the game, I mean the source code, which now is at least tripled in size in comparison with code of “Storm over the Pacific”. Without going into details, we make a lot of effort to keep it up to standard.

If you want some more specific info just ask questions  about what you would like to know.





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