Headquarters: World War II

Headquarters: World War II

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Castrol Dec 14, 2021 @ 1:00pm
Steel Panthers 3D?
with hex or without hex?
I like what I see
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Showing 1-10 of 10 comments
Oleksandr  [developer] Dec 15, 2021 @ 12:29am 
Hello
The game uses tile (square) type of grid.
It features a tactical level combat.
Glad that you like it.
Iulius Dec 15, 2021 @ 7:29am 
Is the square chosen over the more established hexes in order to accommodate the frontal/side attack mechanic?
Oleksandr  [developer] Dec 15, 2021 @ 1:00pm 
Originally posted by Iulius:
Is the square chosen over the more established hexes in order to accommodate the frontal/side attack mechanic?
This is not the case, since even with square tiles we calculate any angle. Basically it is not either front or side, it could be 30% front and 70% side or any other combination (depending on the angle of attack). So, hexes would probably also work fine, although you are correct - it could be less apparent for the player looking at it.

I think there was a number of reasons. One of them is that squares are arguably better suited for city combat - easier to make direct city streets and sharp turns. We also do not have to make hexagonal houses as a bonus. :) In Headquarters: World War II most objects are in real scale and are not just schematic representations, so it creates some new challenges for the dev team.
Last edited by Oleksandr; Dec 15, 2021 @ 1:07pm
Iulius Dec 16, 2021 @ 5:44am 
I see. What enemies will a unit be able to engage - specifically the case of units at the tip of the squares - can they be engaged?
on unit visual representation, will you strive to make models size comparable with real ones - or they will still be an abstraction factor?
Oleksandr  [developer] Feb 12, 2022 @ 7:07am 
Originally posted by Iulius:
I see. What enemies will a unit be able to engage - specifically the case of units at the tip of the squares - can they be engaged?
on unit visual representation, will you strive to make models size comparable with real ones - or they will still be an abstraction factor?

Did not quite get the first question.
As for the second one. We are trying to follow the real scale, or at least be very close to that. We might have to make some small deviations from real scale, but those are hard to notice, so overall you can assume it is real scale more or less in terms of sizes of all units and environment.
Iulius Feb 12, 2022 @ 8:40pm 
Thanks.
jebus Apr 1, 2022 @ 6:29pm 
Originally posted by Oleksandr:
Originally posted by Iulius:
I see. What enemies will a unit be able to engage - specifically the case of units at the tip of the squares - can they be engaged?
on unit visual representation, will you strive to make models size comparable with real ones - or they will still be an abstraction factor?

Did not quite get the first question.
As for the second one. We are trying to follow the real scale, or at least be very close to that. We might have to make some small deviations from real scale, but those are hard to notice, so overall you can assume it is real scale more or less in terms of sizes of all units and environment.

You're the best!!
I hope will come with coop
Oleksandr  [developer] Apr 13, 2022 @ 8:20am 
Originally posted by jebus:
Originally posted by Oleksandr:

Did not quite get the first question.
As for the second one. We are trying to follow the real scale, or at least be very close to that. We might have to make some small deviations from real scale, but those are hard to notice, so overall you can assume it is real scale more or less in terms of sizes of all units and environment.

You're the best!!
I hope will come with coop

Thank you,
Well, you can play multiplayer (skirmish) maps 2x2 or 2 players vs 2 bots etc.
We will not have a coop maps in campaigns, but you can play in team with friends online.
Castrol Oct 12, 2022 @ 2:28am 
Battle of Academy with graphics for men.
I want to buy it now!
Oleksandr  [developer] Oct 14, 2022 @ 12:38pm 
Originally posted by Castrol:
Battle of Academy with graphics for men.
I want to buy it now!

Happy to hear that you are looking forward to the release.
I do as well :)
I know it sucks to wait, so will keep you updated on our progress and make sure it does not take us too long.
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Date Posted: Dec 14, 2021 @ 1:00pm
Posts: 10