Gary Grigsby's War in the East

Gary Grigsby's War in the East

Warzkins Feb 21, 2018 @ 3:27pm
What are the future plans of 2by3 Games?
We know that u are working on some WiTE2, but when we can expect some fresh juicy news ^^
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Showing 1-7 of 7 comments
Denniss Feb 22, 2018 @ 12:05am 
Lots of work to be done for WitE2, still improving WitE1 and WitW.
jabgamer  [developer] Feb 23, 2018 @ 9:16am 
Dennis has it right. We're very busy on WitE2, but there's a lot to be done. WitW and WitE1 continue to be improved as well. We're also working on a new tactical game inspired by Gary's old Steel Panthers series of games. At this point I do not expect either of the new games to be completed im 2018.
Sarblade Feb 28, 2018 @ 7:34am 
When are you gonna release the pacific front on Steam?
Jmac Feb 28, 2018 @ 1:06pm 
Jab......please make sure you guys improve the interface and base command and control...i think if you look at decisive battles barbarosa that gives you a perfect example of interface and improved grpahics that are doable in this space.
Gregorovitch Feb 28, 2018 @ 3:58pm 
Originally posted by jmacjmac006:
Jab......please make sure you guys improve the interface and base command and control...i think if you look at decisive battles barbarosa that gives you a perfect example of interface and improved grpahics that are doable in this space.

This should be priority #1 IMO too.

I'm just starting out learning this wonderfull game, and I've played a fair amount of hex based wargames over the yearsl, but with a game of this size and complexity you need a huge upgrade to standard UI formula for today.

Just one example is trying to relate OOB to counters on the map. All you have is a text listing of the structure and a barely visible highlighting system on the map. I already know the structure of the Axis forces from plpaying many games related to the Eastern Front but I still have trouble sorting out what's what.

In today's world this is just not good enough, not even nearly good enough. I doesn't encourage players, especially new players, to pay close attention to army organisation and therefore make good decisions and play better quicker. It's just awkward and arduous, the sort of thing that puts people off.

At the very minimum what's needed IMO is:

* Button to flip HQ units to the top of stacks
* Button to turn on line connectors to superior and suborinate units, colour coded
* Drag & Drop OOB and support unit reorganisation

There are many more things that can be done without changing the essential hex/NATO counter basis of the main UI. It's not fancy 3D models and bangs and crashes that are required, it's about the pesentation of vast quantities of information in a way that is pleasant and accssible and the ability to execute decisions directly from that information intuitively and easily.

IMO what's needed is a highly skilled art focussed game UX designer who knows nothing at all about classic war games like this - nothing at all. The only major requirement is that they can see why HoI3 is good and HoI4 is bad.

This is because my feeling is that everyone involved with producing games like this are probably so experienced with this type of war game and the old tried and tested presentation formulas are so second nature to them that they can't see the game through the eyes of less experieced and particularly new players any more.

Fresh eyes with a different skill set, in other words. I would wager it would pay off hand over fist.
Last edited by Gregorovitch; Feb 28, 2018 @ 4:08pm
Maddog Mar 1, 2018 @ 8:42am 
Hmm. Jabgamers only steam friend is Denniss. Jabgamer is a moderator. Deniss is part of slytherine group. Make your own conclusions.
Maddog Mar 1, 2018 @ 8:43am 
Originally posted by U_r_stupid:
Hmm. Jabgamers only steam friend is Denniss. Jabgamer is a moderator. Deniss is part of slytherine group. Make your own conclusions.
nvm its a public group
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Date Posted: Feb 21, 2018 @ 3:27pm
Posts: 7