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Found 3 results

  1. Very very early demo of our first new map interface attempt. The attachment and screenshot are the 64-bit Windows version but it looks and acts the same on Win32, Win64, OS X, iOS 6+, and a good selection of Android devices. It doesn't do much of anything, just zooms in and out (mouse wheel or +/- keys) and lets you pan with the mouse. CICMapFMXDesktop_v.0.1.0.0.zip
  2. We (Brad, Brains, and TonyE) had a discussion on IRC last night (irc.freenode.net #harpgamer, https://webchat.freenode.net/) about the preferred style of multiplayer. Type considered (http://en.wikipedia.org/wiki/Time-keeping_systems_in_games): Turn-based IGOUGO (I-Go-You-Go) WEGO (We-Go) Realtime Realtime quickly exited the running, much to my sadness. Realtime is easiest to program and requires the least AI capability. Our experience with multiplayer Harpoon has unfortunately shown that players do not find enough blocks of time when they are available to regularly complete any scenario larger than "tiny". That leaves the turn-based approaches. IGOUGO is the easiest but it also means more time waiting for others to submit orders. That leaves WEGO as the first victor. All players have a period of time to submit their orders for a period of game time. If they get their orders in on time those orders are applied and interpreted by the AI for the duration of the turn. If a player doesn't get their orders in on time, the previously entered guidance shall be used. One would assume the timeout could be set to any value, including no timeout (i.e. wait forever for orders). Another thing I like about WEGO is the opportunity to approach something like realtime. Run a game session where players have a 30 second order entry phase followed by the resolution of 30 seconds of game time, rinse and repeat. Another session might run 24-hour time limits for order entry that result in 30 minutes of game time elapsed. By adjusting the order timeout and game time to simulate on each turn, very different feels can be achieved. Thoughts?
  3. CIC aims to be a game with a similar feel to Harpoon Classic. It is a hobby effort in need of vast amounts of participation. Most critical is the need for leadership and community-building. The history of CIC shows that the lack of leadership and passionate individuals results in little forward progress. If you would like to contribute your talents, please contact me. Technical goals: Cross-platform (Windows, OS X, iOS, Android) OR browser-based Useable entire world map Multiplayer OR Umpire-run-games with remote viewers Naval warfare focus Logistics of some sort, be it points-based, or more detailed What CIC isn't? An infinitely detailed simulator. Expect copious abstraction. Gorgeous 3D models with accurately modeled rivets. Expensive to buy (the idea is to be open source with pay to buy compiled binaries).
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