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Order and Combat System Updated

January 31st, 2012 admin No comments


Minimap now shows limited detail. 3D clouds now implemented.

Shows order system.
Movement discs can be toggled to show movement cost to enter each hex or how many turns to reach hex.

Shows combat System
French Infantry unit has cut English supply.
English Cavalry is attacking French Infantry in rear (+1), and receives additional support from adjacent Infantry and ranged support from Artillery (indicated by yellow support discs)

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End of Interlude

December 20th, 2011 lplayer No comments

After a longer than expected break (Visual Building became more demanding than expected!), I managed to return to this development. I returned to the strategic level component to create the minimap and improve the unit ordering mechanism. During order placement, the movement points required are displayed, alternative to the number of turns required to move to target hex.

Support introduced, showing adjacent units support for attack and defence.

Must give models own shader, so can change unform colours and let them see light. Shadows might be too much cost.

D’Erlon’s Attack Climax

February 16th, 2011 admin No comments

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D’Erlon’s Attack

February 7th, 2011 admin No comments

With a little optimisation I managed to improve the man / model ratio from 1:25 to 1/10, ie each model represents 1o men. Smoke and sound  from musket volleys added.

The French Arrive

January 30th, 2011 admin 1 comment

British Infantry watch French Infantry approach.

In these screenshots, each model represents 25 troops, and the map. The troops are therefore not in scale to the terrain.

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Aerial view of Waterloo Battlefield

January 27th, 2011 admin No comments

Waterloo   Minimap view showing troop positions, roads and trees at 1130.

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Unit Orders

November 24th, 2010 admin No comments

Unit orders can now be given and also supports undo command. Unit movement points required are displayed. Movement cost varies with unit type, formation, terrain and several other factors. Formation types supported: Line, Column, Skirmish. Context sensitive help system also introduced. The above black numerals in each hex are diagnostics and will not be in release version. 

Eventually the units will represent Divisions in this Strategic View.

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Strategic Map View

November 1st, 2010 admin No comments

The Tactical Map, shows the 3D models with limited viewing radius, while the Strategic Map view shows the entire army position. The Strategic Map view will show combat supply status of all units.

Eventually the units will represent Divisions.

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Global Horizon

November 1st, 2010 admin No comments

False horizon will share the same cloud texture as the hidden tiles, and as you can actually never get to the horizon will always be cloudy. The flat hexagon map now starts to look like part of a larger hexagon world.

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New Images Showing Formations

November 1st, 2010 admin No comments

Units showing are Infantry Artillary and Cavalry (not in screen shots). These screens belong to the trategic level game, and the map scale represents 1 hexagon = 10 Km.

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