Preview: UI Features I

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

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adherbal
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Preview: UI Features I

Post by adherbal »

In a less conventional series of previews, we'll be showing off some of the game's menu and UI panels over the next few weeks. Closer study of these screenshots can reveal all sorts of secondary gameplay features.

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Scenario selection menu, showing (automatically generated) map previews for official and custom user maps.

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The unit force popup list allows you to review your current forces. Destroyed Core units can also be reviewed and revived in the "Destroyed Units" tab.
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PanzerTax
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Re: Preview: UI Features I

Post by PanzerTax »

Looks good Adherbal, thanks. I wasn't sure, but the UI seems to imply that you can name units?

It is extremely important to me that I can name units to indicate their role and position within a series of higher formations, and to add short notes to designate special abilities. It is a simple way of adding buckets of character and allowing the player to organize.

Thanks :)
Favourite Games Before Panzer Corps: Pacific General, People's General, Panzer General II... pure magic!
adherbal
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Re: Preview: UI Features I

Post by adherbal »

Of course :)
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PanzerTax
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Re: Preview: UI Features I

Post by PanzerTax »

Much relieved, a thousand thank you's!

Some highly dangerous missions guaranteed for the 1st Pokemons I think!
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Re: Preview: UI Features I

Post by ubcbeer »

Very Impressed! looking good.

by the way, are there any camo version of Japanese vehicles like below?

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adherbal
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Re: Preview: UI Features I

Post by adherbal »

by the way, are there any camo version of Japanese vehicles like below?
We experimented with a few camouflage patterns during the early stages of development, but concluded it broke up the shape of the small unit icons and models too much. Which is what camouflage is for of course, but a lot of details such as hatches, ventilation grids etc would become unrecognisable. So the decision was to use plain beige instead to make sure the different unit types remain more easily identifyable.
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ruggs215
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Re: Preview: UI Features I

Post by ruggs215 »

Just noticed in the screen shot it says Gudal Canal. It is just one word. Guadalcanal
adherbal
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Re: Preview: UI Features I

Post by adherbal »

Beta testing already huh? :wink:
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basem2502
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Re: Preview: UI Features I

Post by basem2502 »

Speaking of Beta testing..... any update on when you'll start the Beta test? :D

Really looking forward to this one.
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Re: Preview: UI Features I

Post by MH77 »

basem2502 wrote:Speaking of Beta testing..... any update on when you'll start the Beta test? :D

Really looking forward to this one.

Agreed! Let's do it - better sooner than later, if i might add. :wink:

Btw: Any chance for revealing an approximate release date yet, for example something like "sometime in July"? :wink:
adherbal
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Re: Preview: UI Features I

Post by adherbal »

any update on when you'll start the Beta test?
Can't be specific yet, but we're getting very close now :) The game has reached a stage where player feedback will become very useful. We just need to decide if the technical side of the game is solid enough so we don't get overwhelmed by adding beta management on top of the requirements of the game development.

Btw: Any chance for revealing an approximate release date yet, for example something like "sometime in July"?
That depends on the beta test really. We can't specify a release date until everyone (developer, publisher and players) are happy with the result. But I'm sure all three of these groups want that to be as soon as possible :)
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