Armies of Steel II

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Norman Barrows
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Norman Barrows
A remake of Rockland Software's Armies of Steel realtime wargame from the early 90's.

This new version will have 3d graphics. A pickray routine is the only unusual code required, and has already been implemented in a test routine which can be run from the game's main menu.

For now, for game balancing and internal testing and development, the game uses 2d placeholder graphics.

The game includes built-in campaign, mission, map, and order of battle editors.

Three to Five campaigns of at least 20 missions each are planned.

Right now, i find balancing the missions somewhat difficult, and the game also seems to be lacking something - perhaps fog of war. So gameplay wise its not where i want it to be yet.
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    • This is gorgeous. Is this just a giant mesh, or is there some sort of level-of-detail algorithm at work?
    • I get what you mean. Most rooms don't use the same rocky textures in the foreground and background, like I did here. This room is a little offshoot, tucked away semi-secretly, so I wanted it to feel more like a much more enclosed space.
      I've been adjusting the brightness of the background and dimmed it just a bit more. Whether it's enough of a difference for anybody to notice except me is anyone's guess, though. 
    • I'm not a designer at all, but as a player I honestly don't think that it blends in too much - Instead, it adds to the kind of "gloomy" feel of the room (Dark colors + not a 100% easy to discern some elements = Acts a bit like a dark room)
      Not sure if I managed to say what I wanted to say, but you get me
    • Thanks! I've been worrying that the backgrounds might be too busy or blend too much with the more foreground tiles... been staring at these maps so long that I've become used to it, I think. I've tried dimming the backdrop even more, but I'm not sure that's really how I should be going about it. This might be a question I should ask in the forums.