Saturday, December 24, 2011

The Joystiq Indie Pitch: Unity Of Command

2x2: Unity of Command is a turn-based plan diversion about a few of the greatest Eastern Front battles in World War II. It's a diversion that tries to takeover the requirements of traditional, hex-based wargaming without being excessively complex.

On the surface, it's your periodic plan transport total with lovable small fondle soldiers and tanks. The UI is friendly, the data is evidently presented and the vital dare is solid enough: Take your objectives, swift .

As you go deeper, however, you will find there's a significant chronological and computer graphics part underneath. Hopefully by the time you chief the diversion you'll have schooled something new about the grave manners of fight and/or the unrelenting lessons of history.

What desirous you to make Unity of Command ?

Tomislav Uzelac: Perhaps unoriginally, the initial determination comes from personification the Panzer General series. This is a 90s diversion that's a total typical and has seen countless sequels and remakes and lives to this day by a bustling modder community.

I can't discuss it you because that diversion is so overwhelming or what done me so hopelessly dependant to it at the time. The fact is that 15 years after that here we am with my first diversion and whilst it's conjunction a counterpart nor a remake, it still has a PG ring to it.

What's the coolest aspect of Unity of Command ?

2x2: That you can have a diversion that feels and plays similar to the Eastern Front, but with unequivocally elementary diversion manners similar to "armor will obtain you a long way in open terrain" or "being out of supply is not good."

The supply element in specific is an engaging twist. Your logistical network stretches similar to veins opposite the map, and your units must be stay shut to it to sojourn efficient or, in fact, alive. This creates continuing tragedy as both sides are all the time at any other's throats, seeking to form pockets of surrounded challenger units, or to break out of them.

In the end, you will find yourself charming at the challenger supply line roughly as frequently as charming at their units directly. It's a mobile, back-and-forth arrange of fight where access to fuel and reserve is frequently the decider, and better and feat are infrequently only a mile, or a day, apart.

Nenad Jalšovec: Rumor has it the game's AI created a crook mannerism all on its own during the beta stage. Testers were getting uneasy about how insidiously it plays. Other than that, I'd say it's the look of battalion units which is probably something you've never seen in a plan diversion before.

2x2: We always longed for to have a great portion of chronological accurateness in the game. Units act for real groups and armed forces and the orders of fighting are as shut as probable to chronological data as we could make them.

Even more importantly, scenarios are written in such a way to fairly communicate the challenges those commanders faced. So, not similar scenarios require vastly not similar approaches in rebellious them and subsequent to the chronological playbook frequently helps.

Do you see Unity of Command being used in informative settings, to help surprise students about chronological events?

2x2: I'm certain a lot of the players will conclude the chronological aspect. we would say that we did a great work if it gives you, as the player, the capability to visualize how these battles played out in space and time. It's a learning aid, if you will, in add-on to being a great out-of-date panzer pusher.

Anything you'd do differently?

Tomislav Uzelac: No, probably not. The thing is, we didn't know in allege that this diversion idea was going to work out as easily as it did eventually. It took us a unequivocally long time before we felt that we're unequivocally onto something with the game, and from that time on we were entirely commited. But no, detached from the long time outlayed in development, we have no real regrets.

Nenad Jalšovec: On the visible side, can't regard of anything really. We gave it a lot of polish. The UI is both eyecandy and rarely organic at the same time. We took special caring to make all the vital data as available as possible. Compared to other games in the genre we dare to say it may be deliberate "next gen," graphically speaking.

Why rise independently, rsther than than work for an determined company?

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