Bronco78th

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About Bronco78th

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  1. Hi All Im trying to create a simple combat system that will work in the background (the player has no direct influences and can't see whats going on, but DOES receive reports and battle outcomes). The system is all number based and im just stuck with the best way to round it off. Im a one man team so don't have the privilege of running my thoughts by someone off hand  and Ive been going round in circles on this the last few days. Anyway my game is WW2 based and I have air raids attacking the UK (Blitz/Battle of Britain type jobby) . Im currently working on the mechanism for Flak/AA vs the airraids. I have a variable for the number of guns firing at the planes.  I then have a damage roll 1 -12. Then I have damage multipliers:- Additional Gunnery Training, Advanced AA Tactics, Radar Guidance. I then have possible damage subtractors - does target have a smoke screen (no visural sight)? is it night time? - then spotlights come in to it. Then multiply the total damage roll by the number of guns at the target....giving total damage to the airraid. I then put a divide  on the total damage depending on the size of the airraid....for example  The target might have 800 AA guns, but if the airraid is only 5 planes its highly unlikely all 800 guns will be able to see or fire on that target. where as an airraid of 1000 planes covers much more area of sky and all 800 guns might be able to fire at some point. All nice and simple so far and im happy up till around this point.....   I then get the hitpoints for the type of bomber that makes up the raid, divide the total AA damage by the bomber hitpoints to gauge how many bombers have been hit, then I can do a couple more calculations to work out how many have been damaged or destroyed. The problem is at no point have I  used the variable which says how many bombers are actually in the raid (minor oversight!). So 10 bombers might be destroyed and another 25 bombers might be damaged but the raid has only 5 bombers.....and this is the problem. Im struggling to figure out where to put or handle the Varible that says how many bombers are actually in the raid.  Ive considered just putting a randomize on it so the number of bombers that get hit by flak is randomized before the hitpoints are divided up, but you then have  too much possibility that all the bombers that get damaged, would actually be destroyed in that instance (quite unrealistic). Maybe the solution is to implement the randomize on the number of bombers hit and just  raise the bombers hit points or/and nerf the D12 damage roll to a D6?   Any ideas?   Regards,   John
  2. Howdy guys and gals Ive been developing  a WW2 game called Battle of the Atlantic for about 3 years  (not that what I have to show is 3 years of work but ive had to spend most of that time learning how to program. ) Anyway the last few days ive been scratching my head about how to implement an economy system for the game, having neglected its finer details in my original deisign, I think ive come up with how I want to play it but I want some feedback on the concept first. The game is set during WW2, you are the supreme commander of the naval forces of either the Axis powers or the allies during the Battle of the Atlantic. Historically of course it was the convoys, largely from the US which helped to keep Britain fighting. Because of this the game needs an economy of some sort or else its all pretty pointless. I want the economy to be simple...I don’t particularly want this to be a game for financial advisers (plus my own inability with number and maths is problamatic ;-) ) , I want it to be more about the action. The Merchant men in the high seas and the men manning the Depth charge launchers and Ack-Ack guns on an Escorting Destroyer. The resources I have in the game are as follows:- Supplies – Food, Water, meat, Vegetables anything you need to live. Munitions – Ammunition, Explosives and Guns General Stores – Anything not military related – manufactured goods – steel for construction – concrete etc Military Hardware – Tanks,Guns,Artillery, Trucks, Planes etc, Fuel – Coal, Aviation Spirit, Diesel, anything that can be used to power machinery, ships, planes etc Troops – Soldiers to fight the battles (Surprisingly!). My plan as its stands for the economy is to have a number of resources at each port. These resources are for your use only, to keep your navy mobile. If a port gets low on resources and you can’t refuel/rearm your ships currently stationed at the port, you need to arrange a convoy or some single ships to bring some resources from another port or by reassigning orders of a convoy or ship at sea to this port. This then forces the player to put to sea and thus put there ships into danger. The port resources would be regenerated by incoming merchant ships and the player would gain say 5% of the convoy’s or ships loaded resources. So if a convoy carrying 100,000 tons of Supplies docks and unloads, the player would receive 5000 tons to use himself at that port , the other method is resources being generated at the end of each week from within the regions...see below. Ive divided the UK (only the Uk for the sake of prototyping for now) up into regions, based on current parliamentary maps, so South-east, North West, East Midlands etc. Each of these regions have a supply and demand, this would be scaled simply by Very high – to – Very Low and based on what is going on in that region for each resource. The midlands, London and North east regions would need alot of supplies, General Stores and fuel. Due to the large number of factories, and output alot of Munitions, Military Hardware and General Stores for example....When Normandy landings take place the south west will have a massive demand for Fuel, Military Hardware, Munitions and troops it would generally be producing quite afew supplies itself due to large amounts of farmland in that region. A simple red – yellow – green colour code system would inform the player if a region requires more of a particular resource. Also an ‘admiralty mission’ might be generated to give the player a mission to supply a particular region with one or more resources. This system is very simple and pretty linear but I can take into account rail transport and of course blitz bombing to some degree....supplies and general stores demand might shoot up and output go down a notch if a city in a region gets flattened in a blitz raid. Having not really thought the economy through toughly until recently I currently have the game set-up so the player dictates what each merchant is loaded with and its cargo. I think with this system id need to make it so the computer determines resource allocation to the merchants and the player simply dictates the mission and the escort and how he’s going to get his ships (and resources) from A to B. Would this work do we think?...im open to further ideas. Regards, John
  3. Hey all, Just thinking that the new classified ads needs more space in each of the boxes. I noticed when I uploaded my ad that large chunks had been cut-off. Oviously with no help wanted section any more and with hobby none paying projects we do need the space to sell our project and as the system works currently we simply don't have enough space to do that. I noticed alot of other ads had the same problem where the user had failed to check there ad after posting, I just cut my info right back but as I said, it looks kinda scruffy having everything rammed together. Apart from that the new systems foundation looks pretty decent, oh and because im far to honest I paid for the indie ad space, how many others avoided the $7 by saying there project is non-profit or open source [img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img] Regards, John
  4. Having difficulties with resources....

    [quote name='Luckless' timestamp='1311556309' post='4839794'] From the game play point of view, you would need to find the balance between coastal defence, and open water convoy defence. Cut one too thin and the opponent would make you bleed there. (And if you're on the offence, put too little pressure on one, and they'll pull resources from the other and crush you.) [/quote] This is exactly what im aiming for....all about the player balancing what forces they have at their disposal. and designating the important regions and objectives to focus there defense on.
  5. Having difficulties with resources....

    [quote name='Acharis' timestamp='1311495894' post='4839522'] I don't think casuals would be interesed in the "ubot" theme in the first place.[/quote] I Disagree with this almost entirely, I say almost entirely, because the average 20 year old who thinks the Germans won the war or indeed Hitler was famous for being the German National Football manAger instead of an evil dictator who in his own ways was a genius then you are correct. But if you follow or have played games based on world war 2 that are not watered down console games you will reliase there is a large number of WW2 fans around that would play a historically accurate, realistic world war 2 game becuase its just that, relaistic and historically accurate.....just see the communities of the fore mentioned Silent Hunter, Il2 Sturmovik Series (or even just the SimHQ Forums) even Company of Heroes then you can see people will play a game like this purely because its World War 2, regardless of it being about Uboats or convoys or aircraft bombing convoys. for those that are interested, the football manager thing came up in a survey of UK School kids and a disturbing number of them thought Hitler was a football manger..... [quote]As for including coastal convoys and ommiting Murmansk it feels weird... I know the differenece between PQ13 and QP13 and still never read about coastal convoys. The difference in importance is huge. Also, if you include coastal convoys you should include railroads too (since you deal with the internal transport network then).[/quote] I agree with this point and ive not said at any point I want to totally overlook Russia and the Arctic Convoys (or the Med for that matter) , but by including them in my inital design it presents me with a long list of problems which id rather avoid by leaving them out for now. This is why as a solution I proposed the 'auto resolve' battle system as noted in my previous post. Including the internal transport system for the UK and its allies goes way beyond the scope of what im intending, plus you would then need to model the effects of the Blitz and the rail infrastructure being almost constantly bombed, you could infact make a game out of that in itself. This is a strategy game focusing on naval combat between uboats, Merchant men and Escorts, not a game which focuses on weather the Didcot marshaling yard was bombed during the night or not. Regards, John
  6. Having difficulties with resources....

    [quote name='Luckless' timestamp='1311345891' post='4838930'] [quote name='Acharis' timestamp='1311330926' post='4838838'] [quote name='Bronco78th' timestamp='1310943378' post='4836528']Ive considered making it really simple and say that each country has an overall amount of resources and each convoy to reach that country obviously adds to the over resource pool, so US has X of each resource, UK has X of each resource, France has X of each resource,Canada has X of each resource etc....but this is far to simple and completely takes out the factor of Coastal convoys, the player has no need or reason to send a group of ships on a historically dangerous journey from say Liverpool to London because the resources they bought from Canada or the US are just added to the main 'UK resource pool' regardless of where they docked.[/quote]Coastal convoys? What for? Can't they use railroads? There are 2 routes. First from US to UK and second from UK to Soviets. German player doesn't have any route and only try to disrupt these two routes.That's what is was all about, ignore all minor things like coastal convoy, they made no real difference. [/quote] You are forgetting the Med and African routes, as well as the South American routes. Not to mention much of the North Atlantic Convoys were started in Halifax, Canada, not the US, and a lot of the shipping was coastal up the eastern sea board of North America. Look up convoy and shipping maps of WWII. (Or google Silent Hunter III strategy maps.) [/quote] Though I havent acturally read anything on the use of Coastal convoys (yet) I would assume they used them instead of railways because the system was already under strain and in the early years the rail infulstructure was being constantly bombed by the luftwaffe, so it would have been deemed a viable option to send merchant ships from somewhere like Liverpool to resupply factories and other facilities in London and the South-east for example. Also in terms of the game it would certainly add a dimension of strategy:- I relieses (as a player) London Region needs Fuel and Food, The North East Region has ample food and fuel. So the player can form a coastal convoy carrying predominately food and fuel (using the convoy creation wizard with easy flowing interface ) from ships Docked in the North east region and sends them to the London Region knowing another convoy is midway across the Atlantic from Canada to the North East with fuel and food....ah but there is also plenty of Uboats still around the North Sea...so ill form a couple of Hunter Killer Destroyer/Corvette patrol groups from Scapa Flow to patrol a line around the east coast of Britain and help to Protect the convoy.... As for Convoy routes outside the Atlantic (which currently include Russia) im toying with the idea of a kind of auto resolve - random battle generator which will decide which ships are sunk,damaged or are untouched...obviously the player has no direct influence on what happens when the convoy leaves the Atlantic 'area' but as the player most of the time will be creating the convoys to send to these 'out of area' places they also decide how well escorted and defended the convoy is.....send a convoy of 10 merchants with 5 destroyers and 4 corvettes its likely to survive, but send 10 merchants with 2 corvettes and its likely to get decimated.....the sacrifice in this case for the player is the escort ships might not return to the players control for several game weeks...so its all about balancing your forces with supply and demand. I COULD make a game that does take into account Russia and the Med, but as ive said previous Im wary of the scope. I want the game to be designed in such away that a strategy gamer could pick it up in afew hours and understand what they are doing, a non strategy gamer to become competent at playing it in afew days. I don't want it to be so deep its like Civilization or Cossacks(?) which are amazing games in themselves but you need to be in prison to find the time to get the most out of them. The mark im aiming for is the Total War series since they blend the learning curve and time needed to play very well I think. oh also Silent Hunter 3 with the Grey Wolves Unofficial Expansion FTW Regards, John
  7. Having difficulties with resources....

    You guys have provided some food for thought. Just to clarify the game is actually focused on the Naval Combat, controlling the movements and attacks of individual ships and coming up with tactics on how to defend the convoys (which are all ships, in this case no trucks ). The resources are needed to give the player a marker and goal. as I said historically during the war the Uk relied on shipping Convoys from Canada and the US to keep it alive (and sent materials and goods back to the US and Canada ) ... I could just have the computer generate missions like 'Get X amount of supplies and X amount of Food to London', but this in my opinion makes it to Linear, the player then does not need to make big decisions where as with the resources he does. The region system I think would definitely work, basically it would take the resources of several ports into account...for example the London region would account for the supplies at the ports of 'Port of London', 'Chatham Dockyard' and 'Shell Haven' all located in or around the thames and Thames Estuary, The North East Region would take in the collective resources of the ports of Teesport,Sunderland, Tyne and Blyth etc These resources would decrease over time taking into account the needs of the local population in the region. As for the question on a dynamic campaign. This again is abit of grey area, id love to make a dynamic campaign where events going on outside the game area are influenced by your ability to defend ships and build up resources or (if axis) destroy ships thus draining resources, but for the initial incarnation I feel it might make the scope too big, so was thinking of making it along a liniar time line at least to start with....though I guess that kinda defeats the point as well. *Goes back to the drawing board*....did I say I knew what I was doing John
  8. Hi All, Ive spent the last few weeks working on a GDD for an RTS strategy game based on the Uboat war in the Atlantic during WW2 (you may have seen this recruitment thread [url="http://www.gamedev.net/topic/600642-programmer-needed-with-a-world-war-2-interest/"]Here[/url]) The idea is coming together, ive done afew mock-ups for interfaces, started pulling together various asset lists etc and I feel im on my way to being able to work on it and open it confident I know where im going. Im aiming for the game to be quite historically accurate and is aimed at those of us gamers that love reading and researching the war. That being said I am still struggling to work out a resource system thats versatile yet simplistic. There will be 5 main resources in the game (or cargo's that convoy and cargo ships can carry) which are:- [list][*]General Stores (Building materials, factory materials etc)[*]Supplies (food)[*]Fuel[*]Munitions (Tanks,ammunition,aircraft,military vehicles etc)[*]Troops[/list]Oviously as the Allied player, The US and Canada for much of the war will have an overwelming amount of resources, The UK however will be very much on the edge in terms of resources available, the idea of course is to get those resources across the Hostile Atlantic ocean and Feed/supply the UK As the Axis player, The resources will be very high, before being wittled down the longer the conflict goes on. But how do I present this system to the player? [list=1][*]Ive considered making it really simple and say that each country has an overall amount of resources and each convoy to reach that country obviously adds to the over resource pool, so US has X of each resource, UK has X of each resource, France has X of each resource,Canada has X of each resource etc....but this is far to simple and completely takes out the factor of Coastal convoys, the player has no need or reason to send a group of ships on a historically dangerous journey from say Liverpool to London because the resources they bought from Canada or the US are just added to the main 'UK resource pool' regardless of where they docked.[*]My second idea was to apply the resources pool as above to the Ports, obviously smaller ports will have a very small pool of resources and larger ports will have a much bigger pool of resources. I do however feel that this is both a mathematical nightmare, and will be too easy to unbalance the game, given that I have historical information on ship types and what there potential cargo tonnage was....but absolutily no idea what a realistic threshold would be when it came to Resources and supplies at the Ports....admittedly I haven't actually researched this point (yet) but from my recent experiences its one of those things that even with a vast amount of research the information would be very much incomplete and guess work anyway.[*]While writing this post Ive actually came up with a 3rd idea which is probably the best of them all (YAY!) which simplifies point 2 and is similar to point 1 and that is to devide the world map(game map) into regions, so ships docking at Liverpool will add to the 'North West ' resource pool, but because the 'South East/London' Resource pool will not receive those new supplies....the player would need to make a coastal convoy to take resources from the 'North West' resource pool and get them to 'South East/ London' resource pool.....*grabs pen and paper to figure if this idea is viable*[/list] Any other ideas on how I can get my head round this problem? Many Thanks, John
  9. Engine Advice.....

    Hey Guys, Sorry about the repetative nature of this thread but like many im slightly overwelmed or perhaps even un-informed about my choices. Anyway Im looking into developing an idea thats been with me for many years. Im aiming to create an historically realistic RTS WW2 naval game and im currently just toying with different engines to see which would be the best for me (yes only me to begin with) to get to grips with. The biggest problem I face is that this type of game will test possibly the two most difficult aspects in game development. A good ocean, with a varity of weather effects and a good clouds system (for planes). I come from an artistic background, having released 1 indie game and worked as an artist proffesionally, I have spent the last couple of months learning C# and have created a couple of applications, which im now activly using in day to day life, so I do have some idea what im doing and what to expect from such an understaking as this. I have already tried several engines, not deeply by any stretch but just playing with whatever trials - free aspects that they come with. 1) Torque3D (tool box demo) - An engine I used for a proffesional project back in 2007, so have some familiarity with it. Easy to use, good community and Ok documentation, Cheap. The things putting me off this is the uncertainty surrounding its future (given the recent take-over), its fast becoming outdate, the inflexability of in game assets(i.e collisions) and how linar the art pipe-line is. 2) Visual3D - Having tried this engine for the last couple of days im convinced it can do exacly what I want it to do and has some very powerful 'Out of The box features' - including a dynamic weather system - powerful water shaders and entity system meaning there is a distinct possibility for some very intresting damage models - also one of its promo vids shows it being used in an RTS format, exacly what I want - The major downers are that it appears the developers have little funding - non-existant community - incomplete toolset and people that don't by the enterprise license (major studio license) are being mugged off with broken promises......not exacly the greatest of marketing.....Shame really. 3)Unity - Though I havent tried Unity much yet my first impressions are - Proven background for a wide range of games, Large community, pretty powerful tools - Ill need to learn some more 'proper' programming to get the best out of it, ill need the full license to get my hands on a decent water system.....buggar! There the 3 that have really stood out to me in the mine field taht is engine selection. What I think im going to do is Go through my 30-day trial with Visural3d and then switch to Unity to prototype aspects of my game, which in itself will be quite a long process then return to Visual3d and see if the community harmony has returned or not....if not and Unity is filling my needs then ill buy a full license and go from there. Thoughts? John
  10. Howdy Guys Just want afew people to download and try out my little app ive made. Download Linky:- [url="http://www.invasion-games.com/resources/ContactBook%20Compact.zip"]http://www.invasion-...k%20Compact.zip[/url] Heres the details of it, since I know you will all be weary of downloading strange .zip files and launching strange .exe's [quote] This Small Application enables you to save the contact details of Family, Friends, Collegues and Clients. Ideal for use at home and work, the Contact Book Compact works like a digital pocket book and saves the embarassment of having to ask for peoples contact numbers again and again when your mobile phone goes missing or gets damaged. FEATURES [list][*]Stores a range of information including:[/list] [list=1][list=1][*]Name[*]Mobile Number[*]Secondary phone number[*]Email Address[*]Website Address[*]Home/Work/Office Address[*]Notes - for any other details or information you wish to add about each contact[/list][/list] [list][*]Easy to use Interface[*]Search Function to help find people amougst even the biggest contact lists[*]Amend or delete the details of any contact.[*]Generate a Back-up of your contactlist by generating a text document from your contact list and save anywhere on your Harddrive.[*]Copy any contact to the clip-board and paste the details into any other Document, Chat Window or Email[/list] Requirements- [list][*]Microsoft .Net Framework 3.5[*]Runs best on Windows Vista & Windows 7 (I beileve anyway as I ran a test on my XP Rig and UI went screwy, maybe someone could confirm this for me? )[/list][/quote] Note:- No Help docs included at the mo, but to be honest Id expect anyone visiting this forum to not need them This is my first attempt at programming and ive found this quite challanging but im pretty pleased with the result, Afew things id definatily do better next time but you know, can't win them all!! Any bugs or Feedback let me know. Regards, John
  11. Hey guys, Im trying to make a search function for my program little program. Now after some googling I descovered this superb little tutorial by Josh Smith [url="http://joshsmithonwpf.wordpress.com/2007/06/12/searching-for-items-in-a-listbox/"]http://joshsmithonwpf.wordpress.com/2007/06/12/searching-for-items-in-a-listbox/[/url] Now clearly that tutorial works because he has been kind enough to supply the source files. I want my little program to have a search function identical to this.....however the information in my list box is created dynamically through user input. His info was written as an array in XAML and being a noob im slightly confused as to how to doit with a Dynamic List<T> rather than preset information. Cheers as always for any help. John
  12. Sprite Sheet Creator?

    Hey, My friend and myself had this prob and so created a small program to create custom tile/sprite sheets from images rendered from 3d software (in our case 3dsmax). Takes PNG and keeps transparency as nessary...also supports .jpg. Its still got a couple of missing features and we haven't quite finished it, he's been busy and I did the design/interface stuff which has been done so its on the back burner but most of missing features are just to improve user friendliness. But the Core (get the job done) features are implimented and as far as we know work. If you like I could pass a copy along to you via email to try out if ya like.....call it a beta.....and we can find out for sure if it does work and is useful to people EDIT:- ill be kind an extend that over to anyone else who wants to try it out..... Regards, John
  13. C# streamwriter problem

    Hey Slynk Cheers for the hasty reply. Knew it had to be soemthing simple. I think I tried (("Name:")+ contactlist[i].Name) but not without the brackets....the only version I seemed to have overlooked was the correct one. Many thanks anyway. John
  14. C# streamwriter problem

    Hey guys, Latest minor problem....at least this one is minor. I have this code. [code] using (StreamWriter gentxt = new StreamWriter(saveFileDialog1.FileName)) { for (int i = 0; i < contactlist.Count; i++) { gentxt.WriteLine(("Name:"),contactlist[i].Name); gentxt.WriteLine("Mobile:",contactlist[i].Mobile); gentxt.WriteLine(contactlist[i].Homephone); }[/code] That code generates this as a text document. [quote] Name: Mobile: 54346553456534[/quote] oviously I want something like. Name: John Mobile: 432432565464 Homephone: 87998979969 Etc Can I only have 1 item (argument) per Writeline or is there another way of doing it? Cheers John
  15. C# saving a list<> as a user setting

    Hey! Cheers for the quick reply. Basically a person would go in to the program and do the following:- Add contact 1 (name,email,addy,website etc) Add contact 2 (name,email,addy,website etc) Add contact 3 (name,email,addy,website etc) ..... ETC what I then need is to save the contact AND the details, so when the user restarts the program the list/data is already filled in how they leaved it. Regards, john