Author Topic: Armoured Commander: WW2 Tank Commander Roguelike  (Read 211697 times)

Kyzrati

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 508
  • Karma: +0/-0
    • View Profile
    • Grid Sage Games
    • Email
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #90 on: March 12, 2015, 10:23:32 AM »
Watched some of your latest video since I haven't had a chance to try out the game yet. Just wanted to say that AC is looking so awesome (and already six pages here on the forum, too! =p).

Thanks very much! Feel free to try it out, maybe after 7DRL if you're participating!
Not participating this year because I've got something much bigger coming up with the pending release of Cogmind ::sad and happy face at same time::

Absolutely no game time whatsoever for the next couple months. I've played games for a total of about 10 hours so far this year, and the last time was probably a month ago...

If I had a "games I'm playing soon" list, this would be at the top, though! At least I am consoled by the fact that it can only get better by the time I do have the luxury ;D

Rev_Sudasana

  • Rogueliker
  • ***
  • Posts: 175
  • Karma: +0/-0
    • View Profile
    • Armoured Commander
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #91 on: March 12, 2015, 10:27:32 AM »
Heh thanks! This means a lot, I really enjoyed X@COM and Cogmind is coming along wonderfully.

Hopefully when you do get a chance to play it in a couple months, ArmCom will be in a more mature state.

Kyzrati

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 508
  • Karma: +0/-0
    • View Profile
    • Grid Sage Games
    • Email
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #92 on: March 12, 2015, 10:32:41 AM »
Oh, you played X@COM, too? :D

It's fun to follow along development for now, anyway, so just keep sharing! (I normally follow your progress over on /r/roguelikedev)

Are you getting a lot of attention from board game / strategy fans yet? I know RPS wrote that article and you might've gotten some attention from that crowd, too, in the form of player threads on other forums maybe?

And I like the abbreviation "ArmCom"

Rev_Sudasana

  • Rogueliker
  • ***
  • Posts: 175
  • Karma: +0/-0
    • View Profile
    • Armoured Commander
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #93 on: March 12, 2015, 10:40:38 AM »
Oh, you played X@COM, too? :D

It's fun to follow along development for now, anyway, so just keep sharing! (I normally follow your progress over on /r/roguelikedev)

Are you getting a lot of attention from board game / strategy fans yet? I know RPS wrote that article and you might've gotten some attention from that crowd, too, in the form of player threads on other forums maybe?

And I like the abbreviation "ArmCom"

I did! Actually a while ago I wanted to make a squad-based RL with z levels, but never solved the problem of reliable LoS calculation, so I liked that aspect of X@COM a lot. Part of the reason I've made such quick progress on ArmCom is that I've had a number of partly-developed RLs in the past which never got anywhere, so I knew the basics and could hit the ground running with this project.

I'm going to make a post on the BoardgameGeek forums after Alpha 5 is done, just a brief note and a link to see if any fans of Patton's Best are interested in trying out ArmCom. I'm adamant, however, about not making a direct adaptation of PB, but rather to take it and ASL as inspiration, and develop ArmCom into its own game. But there might be some fans there who would enjoy playing ArmCom.

I do think the Flare Path mention brought a lot of people to this thread, but other than that I haven't seen any mentions pop up, but it's still early days yet. Hopefully Tim will revisit the game later on, but RPS is pretty good about pacing their coverage of games in development, so it might not be for a while.

And yeah, I think I'll stick with ArmCom since AC is pretty much taken over by Assassin's Creed at this point!

Kyzrati

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 508
  • Karma: +0/-0
    • View Profile
    • Grid Sage Games
    • Email
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #94 on: March 12, 2015, 10:55:55 AM »
I did! Actually a while ago I wanted to make a squad-based RL with z levels, but never solved the problem of reliable LoS calculation, so I liked that aspect of X@COM a lot.
Funny that when I started the project, that was the absolute very first thing I made sure would work (spent a couple weeks on concepts and tests), because the entire game wouldn't be possible without it. Luckily I found a satisfactory solution :D


I'm sure you'll find a lot of interested players from the strategy/board game crowd, and of course you'll want to leverage the power of the PC to develop it into your own game.

I can see RPS covering ArmCom again once it's matured. You're obviously on their watchlist now, so it's only a matter of time and improving the game enough to be worth another mention.

ArmCom sounds cooler than AC anyway. Reminds us of cool games like XCom and SupCom ;)

monkie

  • Newcomer
  • Posts: 39
  • Karma: +0/-0
    • View Profile
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #95 on: March 12, 2015, 03:42:22 PM »
As a suggestion would it be possible to change the GUI so that when choosing orders you could cycle through the possible commands? For example using the up down arrows to select the crewman and then using the left or right arrows to cycle through possible commands? Might streamline things a bit.

Rev_Sudasana

  • Rogueliker
  • ***
  • Posts: 175
  • Karma: +0/-0
    • View Profile
    • Armoured Commander
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #96 on: March 12, 2015, 05:50:34 PM »
As a suggestion would it be possible to change the GUI so that when choosing orders you could cycle through the possible commands? For example using the up down arrows to select the crewman and then using the left or right arrows to cycle through possible commands? Might streamline things a bit.

That would be easy to add. The downside is you get less information about the effect of different orders, but if you want to see the full text you can always press Enter and see the menu.

monkie

  • Newcomer
  • Posts: 39
  • Karma: +0/-0
    • View Profile
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #97 on: March 12, 2015, 06:05:07 PM »
I think that after the players become pretty familiar with the commands available it would be a great help. It felt natural for me to try to do the side arrows as I scrolled down through the crew positions.

Barman

  • Newcomer
  • Posts: 8
  • Karma: +0/-0
    • View Profile
    • Email
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #98 on: March 12, 2015, 06:33:55 PM »
I've ran into a bug where it seems Tiger E's are firing 75mm ammunition, and are stuck with a "Required to kill: Less than 2". I've survived about 5-6 hits from a Tiger in one engagement this way, each time the roll for the Tiger to hit me has been less than 2.

Barman

  • Newcomer
  • Posts: 8
  • Karma: +0/-0
    • View Profile
    • Email
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #99 on: March 12, 2015, 06:34:26 PM »
I've ran into a bug where it seems Tiger E's are firing 75mm ammunition, and are stuck with a "Required to kill: Less than 2". I've survived about 5-6 hits from a Tiger in one engagement this way, each time the roll for the Tiger to hit me has been less than 2. I'm luckier than Brad Pitt :u.


Barman

  • Newcomer
  • Posts: 8
  • Karma: +0/-0
    • View Profile
    • Email
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #100 on: March 12, 2015, 06:34:44 PM »
Double post.

Rev_Sudasana

  • Rogueliker
  • ***
  • Posts: 175
  • Karma: +0/-0
    • View Profile
    • Armoured Commander
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #101 on: March 12, 2015, 06:42:49 PM »
Ah - thanks for finding this one. I had forgotten to add a base TK number for the Tiger's 88LL gun, so it should print an error message in the exe log and default to a 2.

Fixed in the latest version. Watch out for those Tigers now!

Rev_Sudasana

  • Rogueliker
  • ***
  • Posts: 175
  • Karma: +0/-0
    • View Profile
    • Armoured Commander
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #102 on: March 12, 2015, 08:56:07 PM »
Alright, I've put up both the Alpha 5 Windows binary and the source.

Binary Download: https://dl.dropboxusercontent.com/u/5500261/armcom_alpha5.zip
Source Download: https://dl.dropboxusercontent.com/u/5500261/armcom_alpha5_src.zip

I won't be able to update ArmCom for a few weeks because of travel, but hopefully there are no major bugs in Alpha 5, and people enjoy it!

I've released the source under the GNU GPL. I would be more than happy for anyone to fork the source and do whatever they want with it, but ideally we would work together if you have ideas on how to improve ArmCom!

Happy hunting.
« Last Edit: March 12, 2015, 08:59:00 PM by Rev_Sudasana »

Aukustus

  • Rogueliker
  • ***
  • Posts: 440
  • Karma: +0/-0
    • View Profile
    • The Temple of Torment
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #103 on: March 12, 2015, 10:03:42 PM »
Your source zip appears to be missing libraries.

Rev_Sudasana

  • Rogueliker
  • ***
  • Posts: 175
  • Karma: +0/-0
    • View Profile
    • Armoured Commander
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #104 on: March 12, 2015, 10:07:19 PM »
You may need some of the libraries from the binary archive - you'll at least need to download libtcod. Do you get any specific libraries listed as missing?