RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (Full Version)

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Grotius -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/12/2020 5:02:58 PM)


quote:

ORIGINAL: Capt. Harlock

But one other possibility might be a request and probability system. The player can make requests, and they have a higher or lower chance of being granted according to the ship.


I like this idea. I'll think on it. Thanks.


quote:

ORIGINAL: pzgndr

How about simple boardgame classics, like AH Afrika Korps or The Russian Campaign? Yes, WW2 is done to death but with more complexity. KISS. Those old classics were fun to play, and play over and over. Some of these new games are more like work than fun.


I played the hell out of The Russia Campaign. Simple, straightforward wargaming. I actually never played Afrika Korps. But I certainly played other simple AH classics: Gettysburg, D-Day, Tactics II. D-Day I played over and over, trying each landing area. Anyway, I agree that overly-complex games can feel like work. And for my first effort at coding a wargame, I need to focus on something achievable. I've made Tetris and chess and a cardgame, but those are all several orders of magnitude less involved than a wargame.

quote:

Tobruk then, the map is easy!


A few acres of sand, yes? :) (Cf. Voltaire's description of Quebec, which Martin Wallace borrowed for his boardgame "A few acres of snow.")




RangerJoe -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/12/2020 5:12:28 PM)

I did send you a pm.




Grotius -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/13/2020 3:03:11 AM)

You sent me a PM? I don't see it in my inbox.




Grotius -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/13/2020 3:28:50 AM)


quote:

ORIGINAL: Capt. Harlock

If you want something that hardly anyone else has done before, try the Madagascar Campaign: https://en.wikipedia.org/wiki/Battle_of_Madagascar

(don't let the term "battle" fool you; it actually took six months.)


I somehow missed this suggestion. Cool idea, and a useful link. Thanks!




RangerJoe -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/13/2020 3:40:56 AM)


quote:

ORIGINAL: Grotius

You sent me a PM? I don't see it in my inbox.


Then something happened to it.




Eambar -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/13/2020 3:43:56 AM)

One of the least covered campaigns from WW2 is the New Guinea campaign, Jan 42-Aug 45 in the South-West Pacific. Has land-air-sea, some real strategic decisions, tough terrain and conditions (could actually model non-combat casualties as they were extensive in this theatre).

Throw in Macarthur, Yamamoto and the politics of the Pac War and there's a lot to work with.

One of the best sources for this campaign is James P. Duffy's War at the End of the World:Douglas MacArthur and the Forgotten Fight For New Guinea, 1942-1945

Cheers




RangerJoe -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/13/2020 4:01:58 AM)


quote:

ORIGINAL: Doggie3

One of the least covered campaigns from WW2 is the New Guinea campaign, Jan 42-Aug 45 in the South-West Pacific. Has land-air-sea, some real strategic decisions, tough terrain and conditions (could actually model non-combat casualties as they were extensive in this theatre).

Throw in Macarthur, Yamamoto and the politics of the Pac War and there's a lot to work with.

One of the best sources for this campaign is James P. Duffy's War at the End of the World:Douglas MacArthur and the Forgotten Fight For New Guinea, 1942-1945

Cheers


Don't forget that if the Japanese are successful in repelling an attack, they might get some fresh meat - literally.




Grotius -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/13/2020 6:08:19 AM)

Thanks for that suggestion, Doggie3. You're right, the New Guinea campaign is not covered much. WITP/AE does include it, but not in the kind of detail you're talking about. More food for thought...




wodin -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/13/2020 9:31:53 AM)

Stalingrad, with specific house to house fighting mechanics.




76mm -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/13/2020 2:13:17 PM)

Well, if you're really feeling ambitious, you could make an operational-level WWII wargame construction kit. Then everyone could get what they want!




berto -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/13/2020 2:37:21 PM)

quote:

ORIGINAL: Doggie3

One of the least covered campaigns from WW2 is the New Guinea campaign, Jan 42-Aug 45 in the South-West Pacific.

+1




Grotius -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/15/2020 3:32:18 PM)

I've been working on a couple of tiny prototypes, and I'm thinking about some of the basic issues that wargame designers confront routinely. Can I ask you guys your preferences on a couple of them?

1. First, do you prefer I-Go-You-Go or WeGo? Examples of WeGo are "War in the Pacific Admiral's Edition", "Combat Mission," "Desert War," the AGEOD games. Examples of IGoUGo are most boardgames, and computer games like "Strategic Command World at War," MWIF (though it does have phases and interaction within turns), "Shadow Empire," "Decisive Campaigns Barbarossa," etc. (I realize that real-time and pausable-real-time are other options, but I'm not interested in making such a game. I enjoy some games like that quite a lot, but I'd rather design something turn-based.)

2. Second, the crucial question of hex orientation! Do you like your hexes pointy-side-up or flat-side-up? WIF and WITP/AE have pointy-side up; ASL and Decisive Campaigns Barbarossa and Strategic Command have flat side up.




RangerJoe -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/15/2020 10:30:48 PM)

The more strategic level of game, the WEGO seems to be better.

The more tactical, the IGYG might be better but the WEGO could have parameters to disregard orders if something happens like the unit gets fired upon or a target moves in range.




Grotius -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/15/2020 10:30:58 PM)

Thanks for your reply. I'm experimenting with WeGo. I've made IGoYouGo prototypes and games up to now, but WeGo can be more exciting and realistic.

It sounds like you favor flat-top hexes over pointy-top, then, and there's logic to your position. Pointy-top hexes create a straight line of horizontal hexes running east-west -- a horizontal hex grain, if you will. I've heard people argue that a straight line of hexes is easier to defend than a zig-zag line of hexes, so it's more appropriate for a WWI West-front game than a WWII game.




warspite1 -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/20/2020 4:22:08 AM)

Hi Grotius - I've sent a PM as requested and it says it was delivered successfully so hopefully you have this [:)]




Grotius -> RE: So I've started making turn-based 2D games. Suggestions on a WW2 subject? (8/20/2020 4:58:46 AM)

Yep, PM received! I deleted some messages to free up space. Thanks for the help!




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