The new AI is designed and implemented with random maps and random campaigns in mind. This means that the sequel will feature a new, completely different AI opponent. The AI in Panzer Corps 2 is a complete rewrite, it does not reuse any code from Panzer Corps, and it uses some more advanced approaches. All units will receive their supply (fuel and ammo) automatically, as long as supply is possible. For example, the player no longer needs to use “Supply” button manually. Panzer Corps did not require the player to do a lot of routine micromanagement, but in the sequel we have tried to reduce it even further. We can’t wait to show the new UI in action. All commands will also be available on the screen and easily discoverable, without relying on hot keys and other obscure means to invoke a function. is available directly on screen or in the tooltips and is easy to find. We are making sure that all information about unit stats, traits, game rules etc. It can scale to any monitor size (all assets are done in 4K and scale to the required size), adapt to any screen ratio, and allows scaling of certain elements (like the unit list and the minimap) to make the best use of screen space on any monitor, from square to super-wide or multiple monitor configuration. The UI in Panzer Corps 2 is a huge step forward in terms of functionality and usability when compared to its predecessor. At the same time, our maps are not hand drawn or otherwise constructed from small atomic elements, and so they are much quicker to create. That’s why we never considered showing several smaller models for a single unit, which might look more “real”, but ultimately is not usable in this kind of a game.Īs for terrain, we have drawn a lot of inspiration from Panzer General 2, which was widely considered the most beautiful in the old Panzer General series. This is important when the game has hundreds of different units, and the player must be able to distinguish them all at a glance. Terrain is clean and unobtrusive, and units are big, crystal-clear and stand out well from the map. As previously, though, we'll treat them in a rather generalistic way, but from the next dev diary onwards you can expect more indepth information about specific areas of the game.ĭespite a significant change in underlying technology (3D and Unreal Engine), we have tried to preserve the same general approach to graphics which always worked so well in past games. Welcome to the third Dev Diary of Panzer Corps 2! This time we'll focus on aspects which were left out in the previous two diaries.
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