Introducing Wargame Design Studios - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Panzer Battles (https://www.theblitz.club/message_boards/forumdisplay.php?fid=280) +--- Thread: Introducing Wargame Design Studios (/showthread.php?tid=69911) |
RE: Introducing Wargame Design Studios - PzKw43 - 08-27-2016 (08-26-2016, 12:44 PM)trauth116 Wrote:(08-26-2016, 11:56 AM)PzKw43 Wrote: I stopped playing Tiller games when I got a higher resolution monitor and have been waiting for support for higher resolutions. The fake zoom should have been a short term fix. The games are well researched and the IGOUGO game has evolved but the map graphics have not. 4k monitors are coming down in price. It's overdue for an upgrade to the various zoom levels. What is needed is larger hex sizes for people with high resolution monitors. With larger hexes more information could be displayed on a unit on the map. I think the map graphics in PzB and FWW are fine. RE: Introducing Wargame Design Studios - BigDuke66 - 08-27-2016 Although I welcome code changes one thing must be clear, and that counts for all Tiller games, the player has to say goodbye to the illusion that a certain action or results depicts only that. - Firing the enemy was never a single salvo or burst, it was just the conduction of a fire fight. - A Disrupted/Disordered unit did never just mean it was only disrupted/disordered, the unit was made less combat capable for a wide range of possible reasons. - Casualties never only meant dead soldiers, they were always the lowering of the combat effectiveness of the unit depicted by shrinking men count, men that were lost for a wide range of reasons. - An Assault/Melee never meant just a single action of that kind, it meant that the units closely engaged depicting firefight and/or bayonet attack from the Napoleonic era to classic mission-type tactics of WW2. PB shows a more detailed "resolution" of the battlefield but squad battles is even more detailed and still uses the same terminology it most cases. That is just for those that still desperately hold onto certain terms and that don't realize that these are just meant to depict a wide range of different things within the game. If anything should be done from the start it could be the attempt to change the terminology so this constant misinterpretation that haunts all the different game series of Tiller stops. RE: Introducing Wargame Design Studios - wiggum - 08-27-2016 Im sure we all know these games are highly abstracted... RE: Introducing Wargame Design Studios - -72- - 08-27-2016 (08-27-2016, 02:23 AM)PzKw43 Wrote:(08-26-2016, 12:44 PM)trauth116 Wrote:(08-26-2016, 11:56 AM)PzKw43 Wrote: I stopped playing Tiller games when I got a higher resolution monitor and have been waiting for support for higher resolutions. The fake zoom should have been a short term fix. The games are well researched and the IGOUGO game has evolved but the map graphics have not. 4k monitors are coming down in price. It's overdue for an upgrade to the various zoom levels. Then your post was not about the graphics, but rather the programming, which is ok - but just requires a different solution. Afaik Ed remains working under JTS directly with FWWC. RE: Introducing Wargame Design Studios - Xaver - 08-27-2016 Well, yes, i find last day the new article about icons... the web is a little.... like fight in the jungle hehehe All games are abstracted but lower the level bigger the detail needed, more than dislike engine is that in certain situations you feel like something is missing in the "experience", PzB is very enjoyable in general but if obvious that in future new features are going to be needed... is like when you install Smolensk 1.0 and compare it with a patched version... all things need time to be better. I want to see more PzC-MC-FWWI titles and even new series but i think that now PzB with the "liberation" of code and the creation of a full dedicated team to serie is going to receive a big push that could affect to other series. Another little question... you plan release demo like Mius demo with OOB+scen editor??? because if you are going to do this i have a little suggestion for you.. the idea is release a custom OOB that include all Axis and all Allied OOBs from the diferent actions covered in Demo to give players the option to play with editors creating something like Soviets VS Japanese, UK-Commonwealth VS Japan, France VS Japan... in general i allways want an easy to use tool to merge diferent OOBs to have a way to create that kind of franken scens in the moment Tiller games OOB system is based in historical info. thanks. RE: Introducing Wargame Design Studios - wiggum - 08-27-2016 Pleae WDS remove the awful "Compass" that appears when you press shift. You know that thing that says N-E-W-S-NE... I think every adult person knows where north and south are on maps. RE: Introducing Wargame Design Studios - berto - 08-28-2016 @ all: What was originally meant to be a WDS announcement thread is now a grab-bag to discuss all manner of things. It will be difficult to look up and reference some of this stuff in future. We already have here a Features request thread. And probably it would be better to discuss things like game design, parameter tweaks, bugs, suggested game topics, Steam : (although discussing the WDS business model is entirely appropriate here) etc. in separate threads devoted to those specific purposes. The input is great. Let's please just organize it better. RE: Introducing Wargame Design Studios - BigDuke66 - 08-28-2016 (08-27-2016, 07:51 AM)wiggum Wrote: Im sure we all know these games are highly abstracted... Yea sure, and that is why we always get the usual whine threads about "My unit disrupted with one casualty wtf?". You would wonder how many people are out there that played these games for ages and still don't get how they work. Sad, sad but true. (08-27-2016, 11:28 PM)wiggum Wrote: Pleae WDS remove the awful "Compass" that appears when you press shift. The "adult person" would only know north/south if he would hold the map correctly. But for that the scenario designer would have to have made the map like that. Now there are examples within the Tiller series where the designer on purpose shifted the map so the north isn't simply at the top. What does the "adult person" do now? The compass has to be kept, but maybe it could just be locked into a corner of the map. RE: Introducing Wargame Design Studios - wiggum - 08-28-2016 (08-28-2016, 02:25 AM)BigDuke66 Wrote: The "adult person" would only know north/south if he would hold the map correctly. Those must be rare examples and no PzB title has such a awkward map. + i highly doubt future PzB titles will have such awkward maps so yeah we should get rid of the compass or at least downsize it considerably. RE: Introducing Wargame Design Studios - -72- - 08-28-2016 duh- for my getting involved in a feature discussion when it isn't part of the thread. :/ Oh well it's early here (and there is no delete). Meaning the compass thing when Berto was asking that not to happen (and I missed it). |