CloseCombat future, graphically speaking.

Close Combat - Cross of Iron is based on Atomic Games award Winning Close Combat Series. Close Combat is a real time game were you take command of German or Soviet squads on the Eastern Front during World War II. This version is being developed by CSO Simtek and will include many new features and improvements.
bink
Posts: 149
Joined: Sun Dec 03, 2006 5:36 am

RE: CloseCombat future, graphically speaking.

Post by bink »

I am happy with the current top down view. Maybe some tweaking of the graphics and gearing the game for higher resolutions, but I would prioritize future development as basically improving the AI of the game. In this, I include both the AI of the computer player, and also the intelligence of movement (tanks being the number one example).
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gunny
Posts: 353
Joined: Sat Mar 01, 2003 3:47 am

RE: CloseCombat future, graphically speaking.

Post by gunny »

ORIGINAL: berto72

Hi all.
I think isometric is not the best view for those reasons:

1) give a front/rear sensation of field of view, and If cant rotate induct a preferencial forward direction of moving, along the deeper line of perception of space, and making
and idea of “blind back”.
In few words (and simply ) not all axis have the same deep field of view.

2) and worst, any object, specially tallest or huge building will hide troops.
Imagine urban maps with line of homes of 2/4 floors were will be hard just see streets.
A mix of blue or red outilines of units beyond a those object is a nice arcade idea, good for Age of Empire, not sure the best for a tacsim as cc.

To understand elevation on a new map, i use LOS line. After 2/3 game, I feel “at home”.
A more tone of contrast of shadow between side of an hill could help, maybe, but this is mapmaker work.

Just my thinks, Berto72

I understand what you are saying but these problems have already been ironed out in other games.

1. Deep field of view , front rear and straight direction being skewed. And I think you implied facing problems of sprites such as for tank armour calculations etc. The solution is for each sprite to have 8 (oct) graphic representations for 8 different facings. A straight line of pathing on the map would have to be represented by an 8 sided 2D grid. So Hex (6) sided grids would not work such as in 2D games, or 4 sided tiles as used in 3D games, but for isometric an 8 sided grid solves this problem.

Elevation you mentioned. Think back to how multiple elevations were represented in something like Xcom long ago. Its all in the coding. A higher grid hex would have los over lower elevation coded grids, graphically make it look the part ie hill, mountain etc.

2. Losing or hiding a sprite behind a fixed object you mentioned. This has been solved long ago. When a sprite moves behind a bulding or bush it is traced in neon and shows thru. Objects must be placed far enough apart so they can be seen individually.

Close Combat series has great gameplay, but I feel I have to chose between either great gameplay or something visually enticing with crappy gameplay. Why not both visually enticing and great gameplay [:)].




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