WP2 Update (Full Version)

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AlvaroSousa -> WP2 Update (2/11/2022 12:52:10 PM)

I am really thankful for having such a great group of players that help me find issues with the game and do balance testing. Your patience and input mean a great deal to me. I put a lot of extra time into my games that perhaps other developers might not. Except Hubert Cator. He puts in a lot of hours on updating his games as well.

WP engine was my first coding adventure in 25 years. Unity Engine was hard to learn as well. So lots of coding mistakes.

The WP2 engine is being developed using the concepts from WP1 engine but in a better structured fashion to make bugs much easier to find and correct. It's amazing what I have learned since ~2013 when I first started WP1 engine.

The data is being structured differently to cascade information so I don't have to hunt things down. The balancing we are doing now will make the WP2 scenarios have better balance out the door. It will have better graphics, better map, better options.

I just wish I had the opportunity to do this earlier in my life so I have more time to make more games. I have 2-3 more games in my head after the next 2. Now if I could only clone myself to double productivity.

All this here could not be possible without all of you contributing. So thank you.




sveint -> RE: WP2 Update (2/11/2022 4:35:38 PM)

I thouroughly enjoy your games. If I weren't so busy I'd ask to contribute [:)]




ncc1701e -> RE: WP2 Update (2/11/2022 4:56:43 PM)

Your two first games are very good. Gameplay is excellent. In many wargames, naval aspect is always behind land and air warfare. But in your game, you have managed to do a naval system that is well thought out.
For WP2, I just hope that the geography, map looking and the position of the cities, rivers will be a little better respected.




CHINCHIN -> RE: WP2 Update (2/11/2022 5:51:23 PM)

Thank you for these great games, and for continually improving them.

I look forward to WP2 and the other games you have in mind, they are sure to be as great as WP1.

I miss a game of empire building, in the style of Imperialism 2, or civilization, but with combat similar to WP, I hope you have something like that in mind.




Nirosi -> RE: WP2 Update (2/11/2022 7:44:31 PM)

Thanks for you games Alvaro.

Make sure that you eat well and that you get a lot of sleep. We need you to have a long life [;)]




generalfdog -> RE: WP2 Update (2/12/2022 2:45:41 AM)

good to hear, your games are great and getting better every day, hope you can post some screen shots something else tantalizing soon! keep up the good work




sveint -> RE: WP2 Update (2/12/2022 7:50:54 PM)

You are keeping the scale for WP2 right?




AlvaroSousa -> RE: WP2 Update (2/12/2022 8:07:01 PM)

Yes it is the perfect scale for this kind of game in my opinion. Also making one of a smaller scale is too difficult for a one man show.




ncc1701e -> RE: WP2 Update (2/13/2022 11:47:54 AM)

Sorry which scale? Since WP2 is global and WPE and WPP does not have the same scale. I like the scale of WPE and I don't want it to be reduced due to WPP.




MorningDew -> RE: WP2 Update (2/13/2022 1:06:55 PM)

Probably referring to unit scale and not necessarily map scale.




AllenK -> RE: WP2 Update (2/15/2022 7:38:01 PM)

I thought I read in another thread that Alvaro was considering having two maps in a similar way to the WiF board game. European theatre on the WPE scale and Pacific theatre on the WPP scale. Links between the maps through the transfer loops system.




AlvaroSousa -> RE: WP2 Update (2/16/2022 4:08:48 AM)

That is right except it will be at the current scales Eur-40km, Pac-80km per hex. Similar to WIF.
The Pacific is 4x the size of Europe. It is unplayable at WPE level.




abl3arch3r -> RE: WP2 Update (2/16/2022 6:19:03 AM)

I'm new here but I have been playing WP for a little bit and it's so much better than a lot of other WWII games imho.

Will the global map have all the theaters of conflict? I would love to see Ethiopia/Somaliland!




AlvaroSousa -> RE: WP2 Update (2/17/2022 5:37:50 PM)

No just the two maps linked together.

Creating a full world map would create several problems with turn length, tediousness, and computer opponent issues.

It is the reason why SC3 Global is a smaller scale. It is just not practical to make it Euroscale.




76mm -> RE: WP2 Update (2/17/2022 5:44:07 PM)

Just curious, doesn't Matrix have its own game engine of some kind (I think it is called Archon)? Seems like several of Matrix's games have been developed using it. Have you considered using that instead of Unity?




stjeand -> RE: WP2 Update (2/17/2022 6:48:45 PM)


quote:

ORIGINAL: AlvaroSousa

No just the two maps linked together.

Creating a full world map would create several problems with turn length, tediousness, and computer opponent issues.

It is the reason why SC3 Global is a smaller scale. It is just not practical to make it Euroscale.

quote:

Creating a full world map would create several problems with turn length, tediousness, and computer opponent issues.


To bad it would not work to have 2 separate games...one WPE and one WPP that would work together.
Less work on the CPU / AI as well as scale could remain.





AlvaroSousa -> RE: WP2 Update (2/17/2022 10:48:20 PM)


quote:

ORIGINAL: 76mm

Just curious, doesn't Matrix have its own game engine of some kind (I think it is called Archon)? Seems like several of Matrix's games have been developed using it. Have you considered using that instead of Unity?


If I did I would have to rewrite everything. I already have the base functions and objects for WP2 engine done. Much easier for me to use my WP2 engine than theirs.




AlvaroSousa -> RE: WP2 Update (2/17/2022 10:50:16 PM)


quote:

ORIGINAL: stjeand


quote:

ORIGINAL: AlvaroSousa

No just the two maps linked together.

Creating a full world map would create several problems with turn length, tediousness, and computer opponent issues.

It is the reason why SC3 Global is a smaller scale. It is just not practical to make it Euroscale.

quote:

Creating a full world map would create several problems with turn length, tediousness, and computer opponent issues.


To bad it would not work to have 2 separate games...one WPE and one WPP that would work together.
Less work on the CPU / AI as well as scale could remain.


Well it is also about being practical. While wargamers think they want some full huge 40km per hex world map..... they don't. It is really a huge hassle to maneuver that map.




stjeand -> RE: WP2 Update (2/18/2022 10:28:16 AM)

Some don't want that true...




canuckgamer -> RE: WP2 Update (2/19/2022 6:20:35 PM)

Looking forward to WP2. A added feature that I would like to see is the ability to intercept units embarking on to transports at the embarkation hex. Currently, units in a port can merely load on to transports and escape with no damage even if the port is blockaded or within range of enemy naval and air units.




AlvaroSousa -> RE: WP2 Update (2/19/2022 7:37:44 PM)

This is absolutely added
Need sea control of dynamic area to invade/disembark
Interception along the way
Auto-retreat for transport fleets.

One of the issues with WP1 was that I couldn't figure out how to create such a system without the end of turns taking forever.

With WP2 I found an easy way to do it because I am a much better coder now.




boldairade -> RE: WP2 Update (2/21/2022 1:43:34 AM)

One thing that was undeniably a factor in the corps level in wwII was logistical/supply length.

We see it particularly in the desert and then more so on the eastern front.

Offensives simply wore themselves out and outran their fuel/ammo/replacements/repair.

Warplan gets the ‘feel’ of things so right.

But I’m not sure this is modeled quite right.

I know effectiveness wears down. And that IS one of my favorite things in any wargame. No other game simulates it half as well IMO.

But it’s not exactly the same thing.

Note: I’m attempting to make an observation. This is not a criticism.




MagicMissile -> RE: WP2 Update (2/21/2022 2:31:09 AM)

Really looking forward to it. If help is needed I hope I can assist somehow.

Big thing to look at I feel is the economy and production. Going to be really hard to get that right for sure. Also still hoping for some weather changes to make eastern front winter fighting a thing.

/MM




AlvaroSousa -> RE: WP2 Update (2/21/2022 3:09:41 PM)

Balancing takes time. I think production is about right. It is hard to model the Russian front when the players have hindsight.




CHINCHIN -> RE: WP2 Update (2/21/2022 3:59:31 PM)

It would be good to keep in mind that there may be clear weather, but snowy or muddy terrain, or intense cold. In Russia especially, since its dirt roads suffer from rain or thaw like nowhere else




stjeand -> RE: WP2 Update (2/21/2022 4:40:47 PM)

I think cold weather needs to have more of an effect.

In reading a lot of Russian WW2 docs it would seem that rain then cold was HORRIBLE for equipment as is sank in the mud due to rain and then it got so cold so quickly that they had to wait until spring to get it out.

I think cold should have a movement effect at least on armor/mech/truck as well as an effect on combat. Especially for the Germans. AT the moment it is basically a clear turn in the middle of the winter for the Axis. Yet it was below zero and they did not have adequate equipment for that.

Would be nice to be able to know if the turn before was rain to have this have correct effect. Cold after 3 turns of snow is expected...cold after 2 turns of rain is a huge issue.

The change does not have to be major...but cold should be close to snow movement wise but less so for combat.




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