Editor Case Study: Peleliu September 1944

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bcgames
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Editor Case Study: Peleliu September 1944

Post by bcgames »

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Way back when WEGOWW2: Desert War 1940-42 was just a hobby game, I did what I would call now--an Editor Case Study. I wanted to see how the engine could deal with what would normally be considered a direct-fire scale--where the line-of-sight rules would normally "rule the game table". Just one problem. The game engine wasn't/isn't designed to do line-of-sight, direct fire engagements. To make things worse? Peleliu is a dinky island in the Pacific...so...got to have 250 meters per hex just to have room to move around. What to do?

Is there a WEGOWW2 game in this situation? Can it be done convincingly with the editor? Dunno. Let's try to resurrect this old attempt at a game/scenario to discover the answers to these questions...and learn a bit about game design while we are at it.
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bcgames
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Re: Editor Case Study: Peleliu September 1944

Post by bcgames »

We'll need a map...

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Check!
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Re: Editor Case Study: Peleliu September 1944

Post by bcgames »

Troops?

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Check.
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Re: Editor Case Study: Peleliu September 1944

Post by bcgames »

No. This is not a game you can buy.
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Re: Editor Case Study: Peleliu September 1944

Post by Hoplite1963 »

Very interesting. Perhaps the scale is not as greater challenge as you might think given that a lot of the direct fire combat would have been at very short ranges. Wonder if you had to stretch the definition of artillery a bit to include to include HMG's and medium .

It will be interesting to compare the way your project handled this battle with the way the new SGS "Pacific D Day" game (that also has no ranged direct fire) handles the same battle.

Kind regards
Ian
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Re: Editor Case Study: Peleliu September 1944

Post by blond_knight_new »

bcgames wrote: Tue May 24, 2022 6:23 am No. This is not a game you can buy.
Haha Funny you should bring Peleliu up. I was planning to ask if I could release it as a "mod", before looking to see how much work would be involved in the process, adding AI for the Marines.
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Re: Editor Case Study: Peleliu September 1944

Post by bcgames »

Hoplite1963 wrote: Tue May 24, 2022 9:38 am ...Wonder if you had to stretch the definition of artillery a bit to include to include HMG's and medium...
I'm thinking of changing "on-board artillery" to ground assets. MMGs, HMGs, tank fire, etc. can be handled by "long range fire" ground assets as well. IOW, less focus on process and more focus on effects. Games should be more fun with less tedium IMHO. I think it'll work.
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Re: Editor Case Study: Peleliu September 1944

Post by bcgames »

Oh we're coming back to Peleliu once Tough Old Gut is out the door.
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