ww2commander
Emperor
Update: May
This project just keeps getting bigger by the week! Every time I start working on a new feature or component, a few more new items and ideas end up on my to-do list.
Now I know what game designers refer to when they speak of project creep
Along with countless hours of coding, I have also started designing some of the key UI components that will be required.
Below are some screenshots of some new UI components I have included in recent weeks. Testing is still heavily underway and bugs/issues are still lingering in many dark places of my code....so as always.....be patient with me
Screenshot 1 - Worldview (updated)
This is a simple start turn shot that shows the overall world map as is currently. New additions to this screen (compared to previous ones) include the new morale system 'dot' indicators on each unit flag.
The bright colored equipment icons are still undecided. I have chosen bright colors to tell the difference between the tank, assault gun, tank destroyer and aircraft types.
On the top left hand corner (near gold) I have also included a points system counter. I hope to make the point system align to objectives and time frames (i.e. you can not lose more than x points before date y as this will trigger a victory for the enemy). More on this in future as I am still designing the system.
Screenshot 2 - Production Summary
A while back I tinkered with various ways to display the enhanced production system info but never liked the approach (an example screenshot was posted here).
With much guidance from whoward69, I have final developed a universal screen that can be applied to any of my production resources.
By clicking on any of the production resource icons (steel, aluminium, food, fuel, power), the player now gets the below popup screen with relevant information.
The best part of this screen is that I have also included a sortable city list to further drill down into your production system.
Screenshot 3 & 4 - Industry Evacuation
The industry evacuation module is still a work in progress, but enough has been done to give you a good example of how it will work.
Industries can be evacuated via the city view screen in a similar manner to selling a building. Depending on the building type, the player will be presented with a confirmation box that now asks them whether they would like to sell or evacuate the building.
If they choose to evacuate the building, then a list of possible destination cities will be presented. The player chooses the destination and then the industry will be shipped to its destination. Evacuated industries are calculated to arrive at their chosen destination based on the route length and other conditions.
Screenshot three also shows what the new building icons will look like in the city view screen along with the tooltip information for each building. Lets just say I love my tooltips and FontIcons a bit too much.
That's all the eye candy for now. Enjoy and thanks for the support
This project just keeps getting bigger by the week! Every time I start working on a new feature or component, a few more new items and ideas end up on my to-do list.
Now I know what game designers refer to when they speak of project creep

Along with countless hours of coding, I have also started designing some of the key UI components that will be required.
Below are some screenshots of some new UI components I have included in recent weeks. Testing is still heavily underway and bugs/issues are still lingering in many dark places of my code....so as always.....be patient with me

Screenshot 1 - Worldview (updated)
This is a simple start turn shot that shows the overall world map as is currently. New additions to this screen (compared to previous ones) include the new morale system 'dot' indicators on each unit flag.
The bright colored equipment icons are still undecided. I have chosen bright colors to tell the difference between the tank, assault gun, tank destroyer and aircraft types.
On the top left hand corner (near gold) I have also included a points system counter. I hope to make the point system align to objectives and time frames (i.e. you can not lose more than x points before date y as this will trigger a victory for the enemy). More on this in future as I am still designing the system.
Spoiler :

Screenshot 2 - Production Summary
A while back I tinkered with various ways to display the enhanced production system info but never liked the approach (an example screenshot was posted here).
With much guidance from whoward69, I have final developed a universal screen that can be applied to any of my production resources.
By clicking on any of the production resource icons (steel, aluminium, food, fuel, power), the player now gets the below popup screen with relevant information.
The best part of this screen is that I have also included a sortable city list to further drill down into your production system.
Spoiler :

Screenshot 3 & 4 - Industry Evacuation
The industry evacuation module is still a work in progress, but enough has been done to give you a good example of how it will work.
Industries can be evacuated via the city view screen in a similar manner to selling a building. Depending on the building type, the player will be presented with a confirmation box that now asks them whether they would like to sell or evacuate the building.
If they choose to evacuate the building, then a list of possible destination cities will be presented. The player chooses the destination and then the industry will be shipped to its destination. Evacuated industries are calculated to arrive at their chosen destination based on the route length and other conditions.
Screenshot three also shows what the new building icons will look like in the city view screen along with the tooltip information for each building. Lets just say I love my tooltips and FontIcons a bit too much.
Spoiler :


That's all the eye candy for now. Enjoy and thanks for the support