Where we are & where we are going

Tigers on the Hunt is a World War 2 hard-core tactical wargame for PC.

It creates a truly and immersive depth tactical simulation. Tigers on the Hunt boasts a ferocious and adaptive AI which will dynamically respond to a player’s maneuvers.

Moderators: Paullus, Peter Fisla

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rico21
Posts: 3034
Joined: Fri Mar 11, 2016 8:05 am

RE: Where we are & where we are going

Post by rico21 »

Hi All,

First of all I want to say thank you to all the people who bought the game and enjoy playing the game. I'm not looking for to sell the game to the whole world, I'm not in it for the money; my focus is to share the game I love with people that care about it and have interest in it. I'm aware that I will still need my day job :)

When I set out to work on Tigers on the Hunt 10 years ago, I had no idea that one day it will actually get it published. This game is my hobby, my passion and labour of love. I worked on a game that I wanted to play a game that is inspired by ASL, Steel Panthers, Campaign Series and Close Combat 1. I worked on the game since January 2006 when I was either between contracts or after my day job when I got home. I'm really happy that after so many years of very hard work the game finally saw the light of the day Thursday February 25th 2016.

I'm aware that the game is a niche within the wargaming community and not everyone is going to like it. I can understand that and respect that. I can't make a game that every is going to like, I'm sorry, not good enough developer for that. I'm not trying to compete with other game companies, I'm just working on a game that I want to play and share it with the rest of the world.

My design focus is to deliver core game functionality first, as bug free as possible. Quality is very important to me...because again this is my labour of love project. I have no plans or desire to work any other game in my life, my focus is to support the game and enhance the game for many years to come.

The game has only been out for 5 days, my goal for the near future will be to first focus on squashing all the bugs. Make the game as bug free as possible, during this time based on your feedback we can identify together areas where AI could improve. After that my focus will be on expansion and new features. Of course during the bug fixing period, I may add small features along the way. First quality then new features - very carefully...there is no rush. I rather deliver a bug free product with smaller scope/less features that works well rather than lots of features that don't work 50% of time - this is the way I am and I operate.

Regarding bug fixing, The saved game is the quickest and best way to provide me with the data evidence what went wrong so that I know what I need to fix the problem. I can load the saved game data into my development environment and check the code, modify the code to fix an issue (or provide clear step by step instructions how to duplicate a problem).

Thank You all for your help, feedback and support! Enjoy the game! :)

Cheers!

Peter

< Message edited by Peter Fisla -- 3/1/2016 2:23:23 AM >

Peter is a right man, he'll do what he said[&o]
But he's a secret man too, and you do not know where, when and how.[&:]
To take or to leave ...... I take. [8D]
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pensfanvw
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Joined: Sat Jan 03, 2009 3:49 pm
Location: Owosso, MI.

RE: Where we are & where we are going

Post by pensfanvw »

I second Rico21's remarks. I'm really enjoying the game. It can only get better over time. I thank all involved in making this game. The memories this game brings of playing SL in my youth, is worth the price of admission.

Alan
gehrig38
Posts: 27
Joined: Thu Jun 23, 2016 4:00 am

RE: Where we are & where we are going

Post by gehrig38 »

Guys does the talent exist, and have interest, in getting this game into 2019?
Paullus
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Location: Sweden

RE: Where we are & where we are going

Post by Paullus »

To answer your question short, yes and yes. Plans are made and some work has been done but we will just have to wait and see.
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
gehrig38
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Joined: Thu Jun 23, 2016 4:00 am

RE: Where we are & where we are going

Post by gehrig38 »

What a fantastic product Rico. I do hope you plan on getting back into this one. So many "little' things to pick this guy up and bring him into the present. I do however know exactly what "feature creep' is and why it sucks.
That being said, I was curious to know just how hard the following are.
1) Multi level buildings
2) Firegroups
3) Gullies
4) Walls/Hedges
5) Rotate the map so ASL mapboards can be made as almost exact replicas

My guess is the LOS engine is involved in every single ask. There are more, but to me those are legit game content that would be worth the work (since I am not doing it!).
I understand the non ASL folks wanting to avoid ASL in many instances, but my response is that EVERYTHING that makes ASL an insanely high barrier to entry is, for the most part, taken care of by Rico and the engine.
Again, fantastic product man.
I know there's some potential for us (MMP) and you to make this product even better.
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rico21
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RE: Where we are & where we are going

Post by rico21 »

Peter is the designer.[&o][&o][&o]
Paullus is the scenarist.[&o][&o]
Rico.................. is nothing.[:D]
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Hailstone
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Location: Phoenix, AZ

RE: Where we are & where we are going

Post by Hailstone »

I double that!!![:)]
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Big Ivan
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RE: Where we are & where we are going

Post by Big Ivan »

ORIGINAL: Hailstone

I double that!!![:)]
Second that motion![;)]
Blitz call sign Big Ivan.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
gehrig38
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Joined: Thu Jun 23, 2016 4:00 am

RE: Where we are & where we are going

Post by gehrig38 »

About finished with a TotH version of Men of Steel from the Red Factories HASL. Didn't realize there was a 200 counter limit... So I am pairing down but trying to keep it as close as I can.
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Hailstone
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RE: Where we are & where we are going

Post by Hailstone »

gehrig38, I would be very surprised if the scenario would be playable with that many units. [&:]
gehrig38
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RE: Where we are & where we are going

Post by gehrig38 »

Two turns in of the first real playing and it's both bloody and enjoyable
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DoubleDeuce
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RE: Where we are & where we are going

Post by DoubleDeuce »

ORIGINAL: Hailstone

gehrig38, I would be very surprised if the scenario would be playable with that many units. [&:]
Didn't one of the last patches help with the lag on the bigger scenarios? I'm hoping so as I'm looking to pick back up working on my campaign.
Paullus
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RE: Where we are & where we are going

Post by Paullus »

It did help a bit but can still be some lagging. Changing Daylight Visibility to 14/16 hexes will take care of most of that
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
gehrig38
Posts: 27
Joined: Thu Jun 23, 2016 4:00 am

RE: Where we are & where we are going

Post by gehrig38 »

Given the density of the Red Factories map and my own experience playing the Last Bid and a few others (when a single unit move can take up to 5 minutes) I set the vis to 10 hexes. Still tweaking, but I was honestly surprised how fast I played 2 turns.
Paullus
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RE: Where we are & where we are going

Post by Paullus »

&#128077;
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
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DoubleDeuce
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RE: Where we are & where we are going

Post by DoubleDeuce »

Any news on possible updates to the game?
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Hailstone
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RE: Where we are & where we are going

Post by Hailstone »

Good question DoubleDeuce, we are all wondering the same thing but I think we all know the answer. [:(]
Paullus
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RE: Where we are & where we are going

Post by Paullus »

Not yet. Peter is still recovering but is getting much better
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
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Hailstone
Posts: 666
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RE: Where we are & where we are going

Post by Hailstone »

Wow, I'm sorry to hear Peter is still hurting. We didn't know the extent of his health issues so taking a break
from TotH is totally understandable. Please accept my occasional bitching and understand I'm still a big fan
of TotH as it is now. Peter, get well soon. [;)]
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UP844
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RE: Where we are & where we are going

Post by UP844 »

I second that!
Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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