Of Scenarios and Manoeuvres!

It’s been another very productive week. The first thing that I managed to do was to add another order to the system. ‘Charge!’ orders can now be used within the game:

The 'Charge' order is now in the system! It is the second order shown by the dashed arrow above!

The ‘Charge’ order is now in the system! It is the second order shown here by the dashed arrow!

In the case above, two orders have been issued to the unit: A normal move forward order, followed by a charge order. You can see this unit executing these orders over two turns in the video below:

After adding the charge order, I decided that it was time to flesh out and expand the manoeuvres sub-system. This required a lot of effort to do, but it now provides the following benefits:

  • Each unit can have its own set of manoeuvres.
  • Each manoeuvre can be customized to provide differing unit characteristics.
  • I finally learnt how to spell Manoeuvre ๐Ÿ˜›
The new manoeuvres system has resulted in the menu options being rearranged!

Units now have differing capabilities with regard to the orders that you can issue to them…

In essence, this new functionality means that some units can do more or less with regard to manoeuvring when compared to other units. What is more, the manoeuvres also define how that unit is able to execute a particular manoeuvre.

For example a really poorly trained infantry unit might break* formation when being ordered to move forward, whereas a unit with good training will be able to move forward with no issues.

*Ancient Armies differentiates between a broken formation – that is a formation with no cohesion and a routed formation which is a unit with no cohesion and no morale ๐Ÿ™‚

These manล“uvres possess a whole bunch of characteristics that will mean that a player will really have to learn what their individual units are capable of, as even two seemingly similar units may in fact behave very differently under the same issued orders…

To proceed further with the coding of the orders system, I have come to realise that I’m going to have to start programming the game as if it is running an actual game.ย Atย this point in time if one loads a scenario within the game, the game loads it with no idea of who is playing which side and what the various Line Of Sight restrictions are.

However, I’m now starting to rectify this which has meant more new code!

The scenario editor now sports more functionality!

The scenario editor now sports more functionality!

The scenario editor can now be used to modify scenario durations and now more importantly, it can also be used to define scenario information and briefings. Each scenario gets its own overview, plus each army gets it’s own specific briefing.

Scenario briefings turned out to be a lot trickier than anticipated. The big issue is that the scenario files are self contained and hold the briefing information within them. But I don’t want to have to load all the scenarios to present the list to the user.

Needless to say I have found a way around this issue. ๐Ÿ˜Ž

The new scenario selection dialog window!

The new scenario selection dialog window!

On picking a scenario one is now presented with the dialog window shown above. One should note, that I am using nonsensical test data from a bunch of test scenarios. The real briefings will be much better and more detailed.

So things are progressing forward at a decent pace, which keeps me happy. Readers should note that the game is very much evolving as it’s being coded. Some features will stay, others will change and there are still yet others to add.

As such, what you see here is a snapshot in time of what the game currently looks like, this doesn’t mean to say the final game will be the same! ๐Ÿ™‚




3 thoughts on “Of Scenarios and Manoeuvres!

  1. Rob, I must say that this is looking fantastic!! One question.. I understand that you are moving away from the beautiful 3D terrain to a map that will use map symbology, and I applaud that choice. Will the maps remain 3D or will you be moving to a top down 2D view only?

    I’d like to see the maps remain 3D if possible even with the 2D map symbology for a texture.

    Keep it up!!!

    • The Maps will be flat 3d maps – if that makes sense ๐Ÿ™‚ Currently one can view the map isometrically and from top-down, but given that the whole thing is coded in a 3d engine, the map could be viewed from any angle and point. The reason for the lock down is that it makes the map easier to navigate for the user.

      That said it would be easy to add optional controls to allow a user to unlock as many degrees of freedom as they wish.

      The terrain 3d maps have for the moment gone. There were numerous reasons for doing this, from not being able to create the type of maps I needed, to not being able to implement features that I want to see in the future.

      That said, internally, the mapping system is completely decoupled from Ancient Armies – it is almost like its own stand-alone-product. This means that if I ever got the resources or time it would theoretically be possible to change the maps over to 3d terrain, without having to change a thing in the main game! So the door is open. It’s all down to time constraints ๐Ÿ™‚

      • That’s what I was hoping to hear! I think that a 2D presentation with a 3D view if desired would be very neat and unique… you could represent buildings, trees, etc. in a very simplified 3D manner as well on the 3D map and it would give the gamer an additional perspective from which to examine the map and his units without departing from the style you have settled on.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s