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Old 09-01-2016, 12:30 PM   #31
AurochDigital
 
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Default Re: Ogre Computer Game

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Originally Posted by dwalend View Post
GP is right. There are lots of niggly visual bits in Ogre that matter a lot that'll impact early design. "Is that GEV on the bridge or under it?" Finding those bits and drilling on them early will pay off.

Any chance you can make the ogres fit in the hexes? it matters a lot when introducing new players to the table top game. The oversized models confuse them. (At least you won't have the problem with lost counters in the hex behind the ogre. That's a bit of a sweet spot for infantry - the ogre has to decide between staying near enough to engage them, or rolling forward and letting them needle it without answering.)

(I found the cycling colors distracting and not rich enough in information. I'd have to stare at it a while to figure out what's there. Something at a glance would be much better. Tufte might provide some inspiration.)
Thanks for the feedback overall. Re Ogre sizes; we are following the current rules of making them bigger than a hex, but we'll look into adding a setting for that. Thanks.
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Old 09-01-2016, 02:28 PM   #32
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The other configurable choice needs to be ramming vs. overrun rules.
What's to configure? If you have stacking you get overrun. And vice versa.
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Old 09-01-2016, 03:25 PM   #33
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What's to configure? If you have stacking you get overrun. And vice versa.
One of the biggest design questions for AurochDigital to solve is "how configurable should the game be?"

When they look around the forum they'll notice we're a community of hackers. (See the long threads on GEVs and on Ninjas.) Steve tries out hacks in the game himself on a regular basis, and ever so rarely picks the better of our hacks to add to the game. (GEVs ramming, for example.)

My personal preference would be for AurochDigital to give us an API between the display and the Ogre rules to give us a place to try ideas. It's likely a big ticket expense short term, and confining to maintain. However, it'd be invaluable long term as Ogre grows over the next few decades.

Specific to brionl: the overrun rules work fine without stacking, especially on the tan map. It's a very good step for learning the game, and is more fun than ramming in the Basic Scenario. Stacking without overruns doesn't change much. (Stacking without spillover got kinda boring.)
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Old 09-01-2016, 09:56 PM   #34
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Hello there! We're the developers. So the current agreed plan is to PC/Steam to start with. However we're using Unity 3D as the development environment so it can be ported to other platforms/operating systems (which we're done before for other titles!) Thanks.
I'm glad to hear that Linux is at least on the table for consideration. I totally understand the need to start with one platform, and that PC/Windows is the biggest one out there and thus the most important one to start with, I just hope that other platforms (or at least Linux :P) get put on the roadmap as a definite (albeit delayed) milestone rather than just being a maybe.

As to the pre-alpha footage, I would like to add my voice to those requesting that Ogres be 1-hex only if at all possible, just to make it clear to everyone that it's only in one hex. Other than that, I wasn't fond of the color-cycle stacking visual (or the multi-color units on the same side), but otherwise it looks pretty good. I look forward to seeing the next test footage whenever it appears.

And finally, I'd also like to make this as configurable/hackable as possible, since so many things in ODE (and Ogre in general) are tweakable in one way or another, it would be great to emulate that in the game. Plus, it would definitely make it easier to accommodate updates down the line as the rules expand.
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Old 09-01-2016, 11:53 PM   #35
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Default Re: Ogre Computer Game

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What's to configure? If you have stacking you get overrun. And vice versa.
That's not true. It's perfectly legal to play with stacking and ramming, or no stacking and overruns. The only requirement is that you pick stacking or not, and ramming or overrun; they are not dependent rules.
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Old 09-02-2016, 12:46 AM   #36
Tim Kauffman
 
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Welcome! AurochDigital :)

I liked everything about the demo segments. Especially how the OGRE scales down into the hex, then up to OGRE DE Size. A nice touch I hope stays in to the final release version. However, it would also be nice to have the option of OGREs that all fit into a hex. Keep in mind the Doppelsoldner is the longest!

I absolutely luv the 3D models and a isometric view. Seeing that OGRE chassis articulate into a turn...beyond words, and this is a mesh.

I liked everything about the stacking animations and placement, ect. (I do agree though the color flickering was weird). Especially how they then moved apart to show what units were there in the stack. I suggest having some sort of numerical reference tied to same sort units in a stack hovering above like a cartoon bubble. Maybe scroll onto the hex containing the stack to reveal this, or have it automatic, or maybe a toggleable option to have either.
The units in OGRE are visually distinct enough to see at-a-glance what is what, which is a very good thing. That said, however, having just a numerical identifier may not be enough. Maybe also adding a name tag for the units with the numerical identifier would be ideal. You scroll over the hex, and get these Unit Data Bubbles appearing. I would suggest having the units scale to fit depending on their number in a stack. In other words, the more units, the smaller they will be. It would make a nice visual cue as to how many of each type unit are there. Also, group same units close together then have the Unit Data Bubble above it. This will be like being in a Command Center watching a battle as described in the rules where the units are not to scale on the HoloMap.

The colors look very weathered atm, which is fine. I suggest, if possible having "Pristine" and "Weathered" color choices. Some will want their units looking like they just rolled out of the factory headed for a Parade, while others will want the battle worn look, or a combination.

I would like to see really BIG Paneurope and OGRE Faction symbols on those OGREs. LOUD AND PROUD!

Also, the Tread Units Housings of the OGREs are the same size on the front chassis and the rear. This seems odd to me as there is more weight up front you would want more Tread Units to support that extra weight. It would also help with distributing all that enormous ground pressure. If all the Tread Units Housings could be flush with the edges of the OGRE chassis, like the rear ones, that would not only look better, it would be more realistic. Like the WW2 Maus. http://pcgamess.estranky.cz/img/orig...ks----maus.jpg Imagine if it's treads were not flush with it's chassis...

Here are some examples I've made showing BIG Faction symbols and flush Tread Units Housings: https://www.flickr.com/photos/128248...57659076220365

I would be remiss If I did not also mention I hope the game is configurable enough to allow insertion of Hacker Units at some point. Laser Towers and OGREs it turns out go together like peanut butter and jelly and there are a lot enthusiastic GEV Aces waiting in the wings revving on the red line. ;)
https://www.flickr.com/photos/128248...57665009212262
https://www.flickr.com/photos/128248...57647437220514
https://www.flickr.com/photos/128248...57650555669260


I am stoked for this game. Thank You and may the nuclear winds of The Last War be at your backs!

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Last edited by Tim Kauffman; 09-02-2016 at 01:14 AM.
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Old 09-02-2016, 10:43 AM   #37
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What happened to the old Ogre computer game thread?
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Old 09-02-2016, 10:50 AM   #38
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Default Re: Ogre Computer Game

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What happened to the old Ogre computer game thread?
It's still here
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Old 09-02-2016, 05:32 PM   #39
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Very cool, thanks.
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Old 09-04-2016, 12:47 PM   #40
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Default Re: Ogre Computer Game

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I am stoked for this game. Thank You and may the nuclear winds of The Last War be at your backs!

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https://www.flickr.com/photos/128248...7665009212262/
Hey Tim :) That's a lot og great feedback and links and we're working our way though that!
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