Blood and glory history channel12/7/2023 ![]() A lot of the stuff that currently needs to be hard coded or hand crafted in 3D modeling software could be moved into the editor to simplify pretty much all content making pipelines. By far the biggest hurdle would be rewriting the core functionality of FoG system in a new engine but it is ultimately a fairly straightforward square based I-GO-You-GO wargame so the general architecture would work in the new engine with few changes. and offer a far more modern game engine (with better optimization, multiplayer framework, post processing etc). It would basically remove all hard engine limits when it comes to models, textures, animations, sounds etc. For me the aesthetic comparisons of both solutions are a distant second to the sheer functionality and readability of FoG2 approach.įoG2 and FoG2M are limited to one unit having up to 16 instances of the same model and anything beyond that (war carts, mixed box and spear units, complex formations etc) has to be hacked in by animation and texture gimmicks that are really inflexible and eat away directly from the time budgeted to models and animations.įor Pike and Shot 2 or any game that doesn't directly expand on the current FoG2 and FoG2M suite of games, it would make a lot of sense to move on to something new, in practice, Unity engine. Personally I think the animated units of FoG2 where you can actually see state, losses and formation at glance is vastly superior to the static blocks and repeated UI images of P&S and SJ. ![]() So maybe the unanimated one-piece 3D models of P&S1 could serve as a basis for new more modern and stylized ones. Quite a few choose a more simplified|abstract|lowpoly but still nice way to represent reality, such as Lonely Mountains: Downhill or art of rally that are both indie games. Not all the current videogames follow the path of realism (as the FoG series did). ![]() They just couldn't be represented with the current game engine, I reckon something more sophisticated would be needed. 16th and 17th century warfare is characterised by several large and/or complex infantry units (ie the Spanish Colunelas and Tercios, and other Pike and Shot formations). Currently we can have wedge or rectangular shaped formations, and that's all. What would really be the problem is the maximum 16 figure unit size, and the limitations on portraying complex formations (including multiple troop types) with the FoG2 engine. Mind you significantly more mobile artillery didn't appear until the 18th century, so would be out of scope for a Renaissance game. You probably don't realise that FoG2 uses a slightly more advanced version of the game engine used for the Battle Academy WW2 games, so a small change like that is not an issue. Yes, Athos is quite right, adding more mobile artillery would be easily done. Maybe this can be coded into the system, but I just don't know. So yeah, I love you byzantine games team and please consider the french and indian war.įoG2 simply is not designed with the highly mobile field artillery, much less horse artillery, in mind. Much like good ol' talonsoft east front/west front is all I'd ever need for WW2 "serious wargaming" (if only gog could get those), FOG2 is all I'll ever need for ancients and medieval, and I'M sure it could also be the case with horses, muskets and tomahawks. Not EXACTLY the right fit, most (but not all) battles of that period and region being small skirmish and "guerrilla" actions, but that would be just plain marvelous. This being said, FOG being based on a system that can cover the 17th-18th century.Well, I pray to the wargame gods that a FOG2 game covering notably the "french and indian war' gets developped someday. Sad that I don't have enough time to play, but always a delight when I can manage it. When I came back to the world of post 2004 gaming, I was simply blown away by FOG2. Long story short, I had the same computer from 2001 to 2020 (with just enough upgrading in between to play civ4). We have to waitĪs the game developpers themselves pass by this forum, I'll first take this occasion to do a "hats off" to the superb game FOG2 is. SInce this post written in March, there have been rumours and innuendos seemingly implying the next FoG2 game would be neither a Pike & Shot 2 (Europe 1500-1700) nor a Napoleonic one (Europe 1800+). The information you provide is very helpful. And there is also a Field of Glory Napoleonic tabletop rulebook made by someone else. There is a Field of Glory Renaissance tabletop coreball rulebook (and a venerable (to avoid the word 'old') PC version of it, released in 2015 : Pike and shot) made by the same game designer as the FoG2 PC series, Richard Bodley Scott. ![]() For example the American revolution where the forces were relatively small compared to the American Civil War or Napoleonic battles. My understanding is that FOG and FOG2 are cyber versions of table top games so I'm wondering what time period did the tabletop extend to? Will we be seeing FOG2 games involving gunpowder.
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