Well, I have made some progress. While I still don't have a handle on the C# concept of containers, I decided to just set that aside for now and develop the unit profile. I have been developing the basics of a combat system, and a learning/experience system.
This seems to be the correct approach, I noticed I am slowly learning the basics of C# while just building the ins and outs of the Unit Class. Since I am working on the guts of the unit, there is nothing new to look at now, so no images in this post.
I am also working on the history of the unit size and equipment. This can be a little tricky, and for now I am just sticking to the Nafziger collection of pdf files.
Cheers, Mike
Saturday, June 1, 2013
Saturday, May 18, 2013
Ok friend. I thought I would get serious about my long time gaming hobby, and try to actually write a game. I was somewhat inspired to do this by the release of Unity of Command, http://unityofcommand.net/ It's an ok game, and boils things down to a very simple level. It lacks a lot of details I want in a game however. The turn system is I go, you go. So there is a lot of issues when the first player gets to make multiple attacks and the defender just sits and waits.
Years ago I played a DOS game call V for Victory (later renamed World at War) . http://www.ibiblio.org/GameBytes/issue21/greviews/crusader.html They were great games with a we go (turns from both sides plotted and then executed simultaneously. Another thing that i don't think has ever been done in a wargame is having multi player in a game (that is supported by the game) . So my game will be call Corps Commander, with each player commanding a Corps. Units will be Battalions and Regiments/Brigades, so each Division will be 4-6 units (the standard infantry division is 3 infantry reg. 1 art reg, 1 recon bn. and others assigned from the Army) Most Corps are 2-6 Divisions, so it i can pick good battles players will have 15 to 20 units to move around. I think that would be the limit of something that is intended to be a fast paced game.
Right now I am working on a mock up of the User Interface in C# (and trying to learn C#), writing the units code (what goes into making up a unit) looking for a good generic first battle to simulate. (it will probably be fictitious)
Years ago I played a DOS game call V for Victory (later renamed World at War) . http://www.ibiblio.org/GameBytes/issue21/greviews/crusader.html They were great games with a we go (turns from both sides plotted and then executed simultaneously. Another thing that i don't think has ever been done in a wargame is having multi player in a game (that is supported by the game) . So my game will be call Corps Commander, with each player commanding a Corps. Units will be Battalions and Regiments/Brigades, so each Division will be 4-6 units (the standard infantry division is 3 infantry reg. 1 art reg, 1 recon bn. and others assigned from the Army) Most Corps are 2-6 Divisions, so it i can pick good battles players will have 15 to 20 units to move around. I think that would be the limit of something that is intended to be a fast paced game.
Right now I am working on a mock up of the User Interface in C# (and trying to learn C#), writing the units code (what goes into making up a unit) looking for a good generic first battle to simulate. (it will probably be fictitious)
What I am planning to include for now are:
- An Army Commander that can move and reassign units to Corps Commanders.
- Corps Commanders that can control only the units assigned to them.
- Aircraft and Artillery Assets at Army level.
- Hospitals and Supply depots that will effect how units are supplied and replace wounded soldiers
- Unit stats that include Experience, Supply, Leadership, Disruption.
- Different levels of unit orders, ie all out assault, attack, all out defense, mobile defense, probe, withdrawal.
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