From: Vermont, USA
Well, sorry for the late reply. The build we are currently working on has been more challenging than anticipated as it covers the final enhancements to the combat system and the implementation of new on-map animations and a new combat report. I'll post an update with some new screenshots when that's finished. :)
[QUOTE]Originally posted by Oleg Mastruko
[B]I know I am a bit late but I obviously forgot to visit this board as often as I should :)
Agreed, you should definitely visit more often. ;)
1.) Please PLEASE consider using sans serif fonts for everything in the game, especially map. I really don't know why SO many game designers go for serif fonts that are harder to read (that's scientifically proven) on textured backgrounds (like maps) and look less "militaristic" so to say. Consider using Futura, Lucida or plan ole Arial font(s) :) I see OOB is already in sans serif font which is good. Not only you insist on using ugly serif fonts, but you use them in some bold(ish) variant that is especially ugly.
We are actually redoing the fonts as I type and looking at various possibilities, both serif and sans serif to see which reads best. Improving the in game font appearance is on our final polish list and it will look better for release.
2.) Graphic for "arable land" (at least that's what I think it is) is ug-lee.
You mean the cultivated land / plowed fields graphic? We've actually had compliments on that. What do you find particularly ugly about it? If you can be specific and the result is more aesthetically pleasing, perhaps we can tweak it before release.
3.) Include the option to turn the hexsides off on the map.
Already in there. :)
4.) Consider using pseudo-3D counters a la TOAW. I don't mean 3D view in TOAW (I HATE it), I mean those little sexy shades on 2D counters in TOAW that make them look as if they have 3rd dimension.
Actually, all the counters already have some shading to make them appear somewhat three dimensional, but perhaps it isn't as obvious on the screenshots?
5.) Generally try to avoid lines that are too thick. Map font is definitely too thick (along with being sans serif), and some of the lines on the counters and icons are too thick too, and not very pleasant on the eyes.
We'll do our best to make it as pretty as possible for you. :) Note that these sorts of things will also be accessible to modders after release so I'm sure we'll see some variant fonts and counters show up in time.
6.) Numericals on the counters are really hard to read! OK; I'll say it, why don't you just copy the counters from TOAW? I've never seen counters so clear and readable in any (war)game (as they were in TOAW).
The numbers on the counters are due for some work as well.
7.) Do not forget keyboard shortcuts for most useful orders. In TOAW I always wanted to issue "dig in" order to selected unit with simple tap on the keyboard, but - no such luck.
We do have quite a few keyboard shortcuts built in for many useful commands and orders. I'll review them to make sure they are as comprehensive as possible before release. An alternate keyboard-based interface can definitely save time for those that are comfortable memorizing the shortcuts.
Sorry if I sound like pain in the a**, I'd just like for this game to be as beautiful and as "classic" as TOAW was/is. You certainly aim high - as far as I can tell from the game design, now you have to fulfill the promises and make the game visually pleasing. One of the reasons I constantly go back to TOAW evena after so many years is graphic "pleasantness" of that classic game.
No worries, we also want it to be a classic and were working as hard as we can to make that a reality. Thanks for your interest and your suggestions and your 100% buy commitment. :D
Finally, question. I gather Daniel McBride, Legend of TOAW scenario design, is on your team. Eric can you tell us which scenarios is he working on?
Sure, Daniel is working on the following scenarios:
Voronezh, the Cursed City (1942 Eastern Front)
Gazala: Tobruk (1942 North Africa)