WWII 4x NATO type Icons.

Started by gameleaper, December 02, 2016, 02:46:14 PM

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gameleaper

#15
https://numbergamer8.itch.io/rouguelike-warcomputergame

I ADDED OFFICERS, THEY EFFECT BATTLE, THEY CAN BE ASSIGNED IN THE GRAND DECISION PHASE, AND YOU GET SOME TO START WITH.

moreb thankyou for trying the game, your comments will be chewed over as I progress, I can see I need more clarity, some things you mention need to be a certain way though for example, I don't want a 1000 length list with no forces in them, but your right finding empty areas is a bit flaky, Also there are two buttons below the list that pageup and pagedown the rightclick is for the LIST button itself not the listings but you can left click the listings. The trades are not always positive you can lose a trade(with a die roll) and you sometimes can only have only negative trades available(a loss). when you upgrade it tells you to check costs before upgrading by pressing the army port or air buttons, but if you missed that I may need to be more clear thanks.you can rightclick the + and - buttons either side of AREA to move 10 at a time or left click for 1 at a time(I think I put this in the text and in the message text aswell, I will check) resources in aareas are not known this is because I'm making it roguelike you have made some great points here I will definatly think on it thankyou

gameleaper

#16
Quote from: Moreb on December 11, 2016, 12:05:11 PM
Here are some things that I see.

The documentation needs work. IMO, I don't feel the general goals of the game are clear in your rules. I didn't see where it states that only army can defeat army, ports only defeat ports etc.. It's also not clear that it is in fact not a trade because your side doesn't offer anything. It is more a chance to acquire. Also, a clear listing of what resources are in the areas would help. Explain deficit spending.

The Right Click is not working in the list view as it doesn't move the list up a page

'your' in area....should read 'you're' in area...


Some things I think would help

1) Reduce the size. 1000 areas is way too cumbersome

2) Allow both enemy and friendly forces to be shown at once

3) In list show unoccupied areas also that allows players to quickly choose it. As it is now you have to go to that list, click on the closest one and then change it by the area button.

4) Show what units and resources are present in the message window clearly for every area.

5) Make it clear what the costs will be to upgrade. Even though there might not be a resource cost, it will cost manpower. This could be more clear.

6) Highlight with a different color the attack results.

I didnt get too far as I withdrew given the excessive amounts of areas that needed to be wrangled with. But these are some initial findings.

OK Moreb, I have added an empty area list, you can click it to got to area or pageup pagedown, and back to normal list, resources in aareas are not known this is because I'm making it roguelike. Moreb thankyou for the push to improve this, I will continue rereading your points. I hope you like the officer improvement I made too.

https://numbergamer8.itch.io/rouguelike-warcomputergame

gameleaper

https://numbergamer8.itch.io/rouguelike-warcomputergame

I clearedup the cryptic icons and info with an explanations, I brought the Mac version to be current, I brought all the extra text versions upto date, now all versions are upto date Mac & windows.

The officers are a great addition, thanks to Moreb for the suggestions to improved the list now that's done too.

Moreb

I like the empty spaces list you added.

I still think 1000 areas is too much though and imo, i'm not sure I would ever play it to the end with so many. Since the concept is very simple I think the game suffers from so many repetitive actions over 1000 areas. If the areas could be streamlined to say 200 and the resources and starting values adjusted accordingly, you might end up with a more compelling game.

Just my opinion however.

I still think a display that shows all forces in an area would be the best addition. It gets very cumbersome sifting through the types and sides.

Thanks for making this program. If you wanted, I could help you with a light rules manual once the product gets finished.

PS Where are you located?
When dongles fly? - mirth

gameleaper

Quote from: Moreb on December 11, 2016, 09:35:30 PM
I like the empty spaces list you added.

I still think 1000 areas is too much though and imo, i'm not sure I would ever play it to the end with so many. Since the concept is very simple I think the game suffers from so many repetitive actions over 1000 areas. If the areas could be streamlined to say 200 and the resources and starting values adjusted accordingly, you might end up with a more compelling game.

Just my opinion however.

I still think a display that shows all forces in an area would be the best addition. It gets very cumbersome sifting through the types and sides.

Thanks for making this program. If you wanted, I could help you with a light rules manual once the product gets finished.

PS Where are you located?


I know exactly what you mean about the 1000 areas, but I really wanted it to be vast, as you say needs more options to compel you to keep going, I like open world vast spaces, maybe It could have a score to win instead of enemy destroyed, you get a score each week in the game time.

The twin view of forces could be done, I know your giving a players view, I started out with the intention of forcing the player to hunt like war(even thought of submarines here, that's why its two views) I am sort of resting now for buying Xmas games, I got it to where I feel its playable, NOT perfect as you pointed out.

Rules would be nice, but I'm not planning on working on the game for a while(to be honest, I'm glad its got to a point I feel happy leaving it), If you wanted to do it as it is that would be great, but if you would want to wait for a better version that's fine also. I thankyou so much for your offer .



Moreb

Very well. I hope you don't think I was busting on your game. Just offering some feedback.

Take care.
When dongles fly? - mirth

gameleaper

Quote from: Moreb on December 11, 2016, 11:43:24 PM
Very well. I hope you don't think I was busting on your game. Just offering some feedback.

Take care.

I thought your comments were great! the LIST of empty areas would not of been done without you thankyou, and Id love the rules you offered but I did not want to carryon programming and thought you wanted me to put your suggesstions further into the program, I'm just finished for now , I'm drained of brain-power just happy its in a good state.

gameleaper

https://numbergamer8.itch.io/rouguelike-warcomputergame

Moreb, your point about doing an attack just with air or just with army or just with navy has made me update so now all 3 types of unit are needed but you can still fight without but wiith a penalty, also I made the attack a round by round attack rather than allout victory or loss, so now its possible for both sides to lose none some or all units in attacks, Ive also put the attack info up on main display so its not missed. I fixed some ghost messages from when nuclear options showing from behind when list. I allowed the list and new attack info to remain visible when checking port army or air screens or switching views.

gameleaper

#23
Moreb I could not leave it after you suggested a view of both sides, it was like picking at a scab, so I came up with the idea of hovering over the TV monitor with mouse for a view from the other side, its not like you said both at the same time, but this was an easy update so I did it, thankyou Moreb the list and twin tv views are because you tried the game and gave great feedback, Ive not done the twin view on the text version yet, but the graphical version is done with it

https://numbergamer8.itch.io/rouguelike-warcomputergame

when you choose to Attack, you need units in the Navy Airforce and land, any missing will cause a -1 penalty to every single attack.

officers give a +1 bonus to the relevant units eg an air oficer gives a bonus to air attacks.


each navy attack takes your die roll, and adds your navy level the reduces it by enemy navy level, if you dont have air units you get a further -1, and if you dont have army units you get a further -1, if you have a navy officer you get a +1, if the enemy has a navy officer you get a -1. if the final result is 3,4,5 or 6 you win the enemy navy will reduce by one and you will gain some money and resources, but if the result is less than 3 your navy will be reduced by one and you will lose some money and resources. all this is then done for army and airforce battles.

the whole proccess is repeated again, there are two rounds per attack

Now when a unit has no opposition it will have almost unstopable power to hit, but the same is true for the enemy, plus you may have penalties for no forces in the other unit types, Navy cant attack army and army cant attack navy, plains can attack all but the have a 40 money cost added to normal costs for plains. unit prioritise there own type to attack before other, so navy will attack navy before they even think about plaines, there are two rounds and the air units will target navy in one round and army in the other if they had no air units opposing them.

If you lose all of one type of units in the first round the no unit penalty applies in the second round.

gameleaper

Ive added a NATO type display, Moreb wanted something like it, and you can see both sides and casualties