Justanotherwargamer Posted April 11, 2006 Share Posted April 11, 2006 So, you've made SC and now SC2. What next? I assume you plan to do something next Any ideas where the HC plans to apply his talents to? Link to comment Share on other sites More sharing options...
Blashy Posted April 11, 2006 Share Posted April 11, 2006 Refining SC2 and I bet he'll work on an expansion pack before considering a new title. NOTE: I have NO inside information, this is just a guess like anyone else. Link to comment Share on other sites More sharing options...
Codename Condor Posted April 12, 2006 Share Posted April 12, 2006 My guess is: 1st year from release---> bugs next 50 years from release---> implementing Edwin ideas Link to comment Share on other sites More sharing options...
Hubert Cater Posted April 12, 2006 Share Posted April 12, 2006 Short break seems to be in order... after that... who knows? Link to comment Share on other sites More sharing options...
StefMan Posted April 12, 2006 Share Posted April 12, 2006 Yeah, we really are a greedy bunch. So when will it be released? When is the demo coming out? What is the shipping date? And I always thought being a game designer would be a great job. Link to comment Share on other sites More sharing options...
Wodin Posted April 12, 2006 Share Posted April 12, 2006 Hasnt he shot himself in the foot by creating an editor? Link to comment Share on other sites More sharing options...
J P Wagner Posted April 12, 2006 Share Posted April 12, 2006 Originally posted by Wodin: Hasnt he shot himself in the foot by creating an editor? Not if he goes back to hex based games.... Link to comment Share on other sites More sharing options...
SMG42 Posted April 12, 2006 Share Posted April 12, 2006 why tiles over hexes by the way? Was it easier to make a map, from a graphical point of view (and I can understand that!), or do they have advantages I don't see? I have one gripe against them: you can move faster diagonally. Link to comment Share on other sites More sharing options...
J P Wagner Posted April 12, 2006 Share Posted April 12, 2006 SMG42, my lame joke was in fact due to the many posts regarding hex v. tile...I recommend doing a search and reading about the topic in other threads as it has been played to death by now... Link to comment Share on other sites More sharing options...
Hubert Cater Posted April 12, 2006 Share Posted April 12, 2006 SMG42, Graphically it is easier under the isometric view, i.e. a little bit more space for the overlapping effect, and for combat it gives you 8 movement directions as opposed to 6 with hexes. Plus it has a little bit more of a modern/fresh feel as opposed to hexes (which was important for this sequel) but at the same time it is not to say I will never do hexes again Link to comment Share on other sites More sharing options...
Blashy Posted April 12, 2006 Share Posted April 12, 2006 I prefer tiles because of the 8 directions to 6. Link to comment Share on other sites More sharing options...
Timskorn Posted April 12, 2006 Share Posted April 12, 2006 For marketing reasons as well, I think moving away from the 2D hex-based map will help remove the "Wargame" stigma that keeps casual players away. Most of my friends, all they see when they see hexes is "not fun". In their minds anything that uses hexes is probably too slow and complicated, and overall it just feels "stale". The new map style and 3D icons should go a ways to dispel that notion when people see screenshots. This game is definitely made for a niche audience, but it never hurts to get more customers. Link to comment Share on other sites More sharing options...
Justanotherwargamer Posted April 12, 2006 Author Share Posted April 12, 2006 I have pondered the "editor" thing with some games. And my opinion on it has not always run as a constant. But, if you look at games out there, ones with editors, and compare them with games, games that are buy it and play it and if you want more, you have to pay more again, I think, it comes down in favour of more support for a seriously effective editor. Or at least mod friendly. The list of iconic games out there, the ones that came about 5-10 years ago, and are STILL dominant titles with massive fan bases, is not a massively long list, but it is still a really good example of what you get with a serious editor in a good game. Close Combat Steel Panthers Combat Mission TOAW Civilization Heroes of Might and Magic Those titles are all very powerful names in the gaming world. They have all basically proven nearly timeless. Up against that, is HPS for instance, and their ever increasing line of titles, but you never get anything more than what you bought. And while the average HPS title is a good purchase, you don't find fan sites out there either, obsessing over the games. If in 5 years, HC is unable to continue sales of SC2, it likely won't be because of the editor. Chances are though, he won't be suffering in the industry as a mostly unknown designer. He's made a solid name for himself, and that can only go towards making each and every following project that much more likely to be successful. There's more than a few game designers, that sell mostly off the power of their name, and not the actual power of the game's reviews. I bought Civ IV more on the basis of previous reputation than anything else. Looking forward to hearing about your next project when you are rested Hubert. Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted April 12, 2006 Share Posted April 12, 2006 Oh what happened to diagonal moves costing more? If a straight move costs one move point then a diagonal move would be: the square root of 1 squared + 1 squared, or square root of 2 = 1.414 move points, which you could round up to to 1.5 for playability purposes. [i teach this stuff all the time as I'm a math teacher] I can see some gamey moves being made which take advantage of this, esp. in the Atlantic since you can choose your route square by square if you like... Link to comment Share on other sites More sharing options...
ASHBERY76 Posted April 12, 2006 Share Posted April 12, 2006 My guess is a modern day SC, set in the middle east. Link to comment Share on other sites More sharing options...
Blashy Posted April 12, 2006 Share Posted April 12, 2006 Originally posted by John DiFool the 2nd: Oh what happened to diagonal moves costing more? If a straight move costs one move point then a diagonal move would be: the square root of 1 squared + 1 squared, or square root of 2 = 1.414 move points, which you could round up to to 1.5 for playability purposes. [i teach this stuff all the time as I'm a math teacher] I can see some gamey moves being made which take advantage of this, esp. in the Atlantic since you can choose your route square by square if you like... It has not been a problem so far. It works out fine. Link to comment Share on other sites More sharing options...
Exel Posted April 12, 2006 Share Posted April 12, 2006 Now there's a huge chance for derailing in this, but I can't refrain myself... When the transition to tiles was first announced, I preached about at least having diagonal moves cost 1,5x movement points. Apparently to no avail, but I would still very much be in favor of that feature. Not only would it give a more "neat" movement pattern (more round as opposed to square, this is especially disturbing with ships), but it would also be more logical. As it is, a diagonal zig-zag pattern will cost you just as many movement points as going in a straight line while allowing you to cover much more ground with your movement (especially impotant in naval scouting). Link to comment Share on other sites More sharing options...
Ike99 Posted April 12, 2006 Share Posted April 12, 2006 My guess is a modern day SC, set in the middle east. A game of the Arab-Israeli wars would be cool. Don't know what kinda interest in it there would be though. Link to comment Share on other sites More sharing options...
Hubert Cater Posted April 12, 2006 Share Posted April 12, 2006 Essentially 1.5 would have made judging distances a bit more of a challenge and after a few tests I think it was only > 3 Action Points where you get into the desired circle effect. Of course this depends on how you round but at the the lower AP values you pretty much get the same pattern that exists now so while there is still some give and take these patterns and game play reasons made it an easier choice. Link to comment Share on other sites More sharing options...
jon_j_rambo Posted April 12, 2006 Share Posted April 12, 2006 U.S. Civil War should be next. Model it after Victory game's box hex version of the 80's. Link to comment Share on other sites More sharing options...
Lars Posted April 12, 2006 Share Posted April 12, 2006 Think you should just expand the map and take on Civ, Hubert. Or a post-apocalyptic world with all the majors taken out might be fun. Link to comment Share on other sites More sharing options...
Edwin P. Posted April 12, 2006 Share Posted April 12, 2006 Yes, I too would like to see a SC2 type game on the American Civil War based - with a Strategic Level Game and Operational Level Battles. Link to comment Share on other sites More sharing options...
Blashy Posted April 12, 2006 Share Posted April 12, 2006 I want to see a continuation of WW2. UK\USA vs. USSR. Link to comment Share on other sites More sharing options...
Lars Posted April 12, 2006 Share Posted April 12, 2006 Think that's coming as soon as somebody gets their hands on the editor Blashy. Link to comment Share on other sites More sharing options...
Ike99 Posted April 13, 2006 Share Posted April 13, 2006 U.S. Civil War should be next. Model it after Victory game's box hex version of the 80's. That would be good. One of the best game systems I've played. The subject matter would make it hugely marketable too. Link to comment Share on other sites More sharing options...
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