Dave 'Arjuna' O'Connor
Panther Games Designer
- Joined
- Jul 31, 2014
- Messages
- 3,416
- Points
- 113
- Location
- Canberra, Australia
- Website
- www.panthergames.com
That's OK Kip. The state of play at the moment is that when we started looking at the east front battles, we realised that many of these need big maps and the amount of time required to create these is huge. So Pavel has taken upon himself the herculean task of creating an import feature for the MapMaker (MM). So far it now imports elevation data from standard GIS data sets that are publicly available and then it converts these to our height layers in the MM. This alone will save hundreds of hours or laborious tracing. I had a Hangouts session with him on Saturday and got to see how it works. I was impressed. He's working on additional import features so we can download other terrain types - eg waterways, vegetation, roads etc. We need to be careful with these as most of the commonly available data sets are all modern and many of the roads, in particular have changed since WW2.
I've been working up a design document on what I loosely refer to as Planning Enhancements. This extends things beyond sequential tasking and triggers. It was born from a discussion I have been having with Peter Winship (aka John Connor) about the way the generic AI reassigns units away from their historical at start locations. It's a by product of the force allocation routines. I had revisited these five times and I realised that we needed to prevent rather than cure. Hence we really need for the scenario designers to be able to assign at-start orders to units in the ScenMaker (SM).
If we can support this along with sequential tasking and triggers we in effect create a Scenario Specific Scripting (SSS) feature. In essence we allow the scenario designers to generate a plan within the SM. From that I thought well why not allow them to generate multiple plans, categorise them, weight them and then let the AI choose one of these at startup or allow the user to select one or a category. So we add a random dimension to it.
Then I thought why not include this in the game itself and allow the player to generate plans either while the game is paused or running and then allow him to commit one of the plans that he has created to be the current plan. It will then flush out the existing current plan and use the new one. In effect what we simulate here is the fact that at an operational HQ you will have your Three shop (OPS) running the current battle and your Five shop (PLANS) preparing plans for future phases.
It's still in the design stage and will be implemented in stages. But I thought it best to get the design nutted out so we can cater for the future development.
So we are making progress, but I appreciate that it's slow from your perspective.
I've been working up a design document on what I loosely refer to as Planning Enhancements. This extends things beyond sequential tasking and triggers. It was born from a discussion I have been having with Peter Winship (aka John Connor) about the way the generic AI reassigns units away from their historical at start locations. It's a by product of the force allocation routines. I had revisited these five times and I realised that we needed to prevent rather than cure. Hence we really need for the scenario designers to be able to assign at-start orders to units in the ScenMaker (SM).
If we can support this along with sequential tasking and triggers we in effect create a Scenario Specific Scripting (SSS) feature. In essence we allow the scenario designers to generate a plan within the SM. From that I thought well why not allow them to generate multiple plans, categorise them, weight them and then let the AI choose one of these at startup or allow the user to select one or a category. So we add a random dimension to it.
Then I thought why not include this in the game itself and allow the player to generate plans either while the game is paused or running and then allow him to commit one of the plans that he has created to be the current plan. It will then flush out the existing current plan and use the new one. In effect what we simulate here is the fact that at an operational HQ you will have your Three shop (OPS) running the current battle and your Five shop (PLANS) preparing plans for future phases.
It's still in the design stage and will be implemented in stages. But I thought it best to get the design nutted out so we can cater for the future development.
So we are making progress, but I appreciate that it's slow from your perspective.