Shadow Empire Design Snippet #28

Snippet #28: Combat

I am trying to make the Combat Windows in SE a bit more exciting than the ones we have in ATG/DC. And at the same time I would like these windows to become a bit more insightful (in an easy way) for players who want to know the nitty-gritty of the rather complex combat resolution calculations.

Here is a quick screeny of a small scale battle:

Not completely happy yet here. The lavendel colors are not helping either to be honest :) but this part of the UI is still work-in-progress.

What I am trying to do is use the screen real estate better. If there are not that many troops involved then I can show big pictures of all the subformations involved. If the battles get more massive the perspective will zoom-out and/or propose pagination.

I am also adding the option to let the players chose if they want to use ‘auto-combat’ or manually give the order for each next combat round.

Combat is based on a very many variables. Even more than in my previous games.

Factors that play a major role in combat outcome is the Equipment concerned, the quality of the Troops, the Skills of the Commanders leading the troops (Operational HQ and Strategic HQ) and the Posture they have ordered for their Troops. And of course the Landscape and environmental factors.

Other factors include the type of armour versus the type of weaponry used. Low caliber guns will for example perform dismally against really heavily armoured targets.

There are also more exotic weapons to be obtained like Lasers and Atomics. Armour research can provide you with Polymer Armour and furthermore it will be possible to research and construct Shield Generators.

There are many more factors which influence things like Unit Feats, Field Testing and upgrading of your Models as well as your Regime Profile.

I am happy that everything is already in the game and that I am now finalizing the interface and doing a lot of tuning and testing. It is a big game and I need time to polish the rough corners. Hopefully in summer we can move forward to an early beta.

In any case Shadow Empire is shaping up as high complexity sandbox turn-based 4X wargame with plenty of immersion.

Thanks for reading up on this latest snippet and i’ll keep you posted as I progress.

Best wishes,
Vic

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Shadow Empire Design Snippet #27

Snippet #27: Graphical make-over
Sorry for the long time of absence. I had a rather rough second part of 2018, don’t ask! But I am back in business and trying to catch up on lost development time. At the moment I am working on making the interface graphics in Shadow Empire more consistent and more unique (compared to my other games).

Progress is good, but it has been rather slow going with the modular graphics approach for the Troop Types. Basically each kind of troops, like Light Tanks can have a few hundred different ways it can be rendered. I have also been improving the tech tree.

Anyways I almost finished with the interface artwork phase and will then be moving to map artwork phase.

Let me share a little bit. Here are a few quick screenies from the current progress:

Just some Militia Units exploring the wastelands

The troops inside one of our Militia Units

Info on our starting Zone and its Governor

Hope to show some more snippets soon and thank you for your time!

Best wishes,
Vic

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Community Scenario November 1942 released!


A great and huge new scenario for the DC:Community Project

4 German Army Groups, 11 Armies, 4 Allied Armies 50+ Corps, 200+ Divisions are facing 13 Soviet Fronts, 500+ Divisions and Brigades. The great Soviet winter offensives are about to test the mettle of the Wehrmacht once again! All is in the balance.

This scenario by Davide Gambina (nikdav) models operation Uranus, operation Mars and the subsequent operations Little Saturn, Ostrogohsk-Rossosh and Voronezh-Kastornoe. All this on one huge maps that gives the player full operational control.

Amazing detail and very well researched order of battle. Including detailed military hardware, full biographies and officers for both sides, special units like Ski Troops and Arko.

This scenario is a MUST HAVE for any Eastern Front aficionado!

Big thanks for Davide Gambina for completing this titanic work of excellence.

Click here to go to the November 1942 entry in the scenariobank.

Front overview (click for larger version):

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Community Scenario Serbian Campaign 1915 released!


Pataplouf completed a new DC:Community Project scenario. Not WW2 this time, but the Great War.

The scenario places you either in the shoes of the Austrian-Hungarian-Germany invasion forces or in those of the stalwart Serbian defenders. A good OOB and plenty of character in this scenario, that includes ww1 Commanders and troop graphics. Expect many nationalities to make an entrance!

A big merci to Pataplouf. It is a pleasure to see the DC:Community Project being used to do World War I.

Give Serbian Campaign a spin! and be sure to check out some of other DC:Community Project scenarios as well.

Click here to go to the Serbian Campaign 1915 entry in the scenariobank.

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Community Scenario Fastov 1943 released!

Davide Gambina (Nikdav) completed a great and super detailed end of 1943 scenario where you take command of part of the Southern Front in a desperate attempt to retake the initiative from the Soviet hordes. This scenario has a very good OOB as well as personalized Divisions, each with their own Commander.

I would like to use this opportunity to give a big thanks to Mister Gambina. It is a pleasure to see the DC:Community Project being used in this fashion.

I encourage any fans of the DC series to try Fastov 1943 out, as well as some of the other DC:Community Project scenarios. It is all Community created and free of charge (well… if you have a DC title installed).

Click here to go to the Fastov 1943 entry in the scenariobank.

Some clickable screenshots:

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Shadow Empire Update

No snippet this time. I have just started on the Graphics & Interface development phase and everything is now in transition. So it is hard for me to post a screenie on what I am working on. This Graphics & Interface phase is quite a big phase, but things are progressing well and I already know this will be a huge facelift.

I am not only tackling the graphics itself, but also the way they are build. I can already disclose I am going for a modular approach for Leaders and Equipment. I figured that even if I would do a 100 or 200 unique portraits for Leaders they would quickly turn stale. So I am now trying out a 2d layered approach which seems to be working very well. This should result in thousands of clearly different faces (and well… yeah… tens of thousands of slightly different ones as well).

Tests so far show I’ll be able to implement the same method for the Model Types. Remember that every time you play the game you’ll research and then design new models, like Tanks for example. Everytime you play you’ll have different equipment. It just felt wrong if in one game you designed a ‘Puncher Light Tank’ and in another an ‘Arctus Light Tank’ that they looked exactly the same. Or if you’d upgrade the ‘Arctus’ to ‘Arctus II’ that it would visually be completely identical. The method I am working on should assure multiple dozens of quite different looks for each Model Type (and well… yeah… a hundred or more slightly different ones). Over 20 different Model Types are planned for the final game, so the total amount of looks for your military equipment should be quite impressive.

Anyways just wanted to tell I am still working hard. My apologies for not visually showing anything this post. My next snippet will probably show a first screenshot of some of the final graphics.

Best wishes,
Vic

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