Operational Warfare Developer's Blog

Developer's blog for the Operational Art of War series

About the author

Ralph Trickey maintains TOAW III
I set this Blog up for fun, and for my own edication! Nothing is guaranteed, it's for my own use primarily, so even if I say that something may happen with the next release, please understand that it may not. I plan to post random thoughts and other things like that at random times here. I don't have a specific plan for what will be here.
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The opinions expressed herein are my own personal opinions and do not represent my employer's view in anyway.

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Just updated the blog to a later version. Please let me know if anything is now broken

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Posted by Ralph Trickey on Friday, October 30, 2009 2:27 AM
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Future Game ideas

The major thing about the next game will be that it's built from the ground up using C#. That's has a couple of advantages. One is that since C# is also my day job, making changes is going to be easier.  Right now, I'm thinking that it's going to be an XNA game with WPF added for extra features. XNA means that things like smooth scrolling are practical, and WPF means that things like a chain of command tree are a lot more practical.

I'm also pushing towards standards like XML, so creating alternate editors, and even modifying the save files for 'campaigns', etc. should be possible in single-player.

The feature list for the next game is similar, but there are areas like naval combat, chain of command and AI/Strategic programmability will be enhanced. There will be other changes as well. The wishlist is a good place to start for things like that.

WeGo and multiplayer is probably for the game after that. I can see where they go together for smaller, quick games, but there is too much to do there for it to make it into the next game. It's probably not going to have rounds, and is overall going to be a different game although it should allow play of the same scenarios. I see a multiplayer game as having to be more polished and having a simpler interface, since it's going to be a lot easier to get a friend into a multiplayer game than into a PBEM game. I can also see where wanting to be able to control at a higher level would be very nice to make it go faster, otherwise anything much larger than Arracourt is going to be a problem. Unfortunately, multiplayer coding is HARD, there are all kinds of issues like threads, ports and firewalls that you have to deal with. The combat model totally changes, you have to queue up all the moves and planned combats and then watch a movie after the fact (That means that there have to be new combat rules, etc.). There's going to have to be some expermentation to find out what user model works best. It almost begs for a model where you control at a higher level, and the individual units decide what to attack after moving instead of plotting the individual attacks. It's also true that it's a smaller market share, that's why it's a lower priority. I think that there's a market for it, it's just going to have to be a very different game.

Ralph


Posted by Ralph Trickey on Sunday, October 11, 2009 10:25 PM
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Another one went out to the beta testers

3.4.0.95 was sent out to the beta testers and put into subversion. That's 95 separate builds that I felt were good enough to send out.

We're still making progress. I did a chunk of work this weekend, and I think I've got most of the things in that we're going to do for this release in now, although I need to go back through the list to make sure. If that's true, then we're just in for a load of testing, packaging, etc. to get things packaged up. That always takes a lot more time than I expect.

Never again will I do anything crazy like being this ambitious abut what's going into a patch, that was just too wearing. The number of major changes is jsut too many.

I'm going to play some TOAW now and wait for the bugs... Bob's too good at finding where I hid them.

After this goes out, the next patch will probably be early next year with any bug fixes that I put in and a few features that I didn't have time to get in.

Ralph

 


Posted by Ralph Trickey on Monday, October 05, 2009 3:27 AM
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