Here is the Launch Screen. Notice that it is similar to what was drawn out in Part 10/12 (as expected - lol). You can click on the "Play" label (as of right now the "Options" label is still disabled) and it takes you to the next Screen.
This is the Play Options screen. When you click on "Play" on the previous screen it brings you here. Similarly, the "Custom Play" option is still disabled and getting worked. Clicking on "Quick Play" takes you straight to the Priority Phase for the game.
This is the screen for the Priority Phase. The round at the top shows you which round it currently is - as well as who has the Priority from the previous round (marked with the One Ring). The players can click on the dice icon to "roll" and it will keep track of what values have been rolled. Likewise, the target button at the top right is the "Intervention" button that allows the "other player" to intervene with Might Modifications or other Active Special Rules that have applicability to the Priority Phase. The icon at the bottom right is the "Modify" button that allows the "current player" to intervene with Might Modifications to their roll. The door button at the bottom left is the "Done" button that allows the Priority Phase to be completed and move on to the Move Phase after both players have rolled for Priority and the victor for priority for the current round has been determined.
I have a screen for the Move and Magic Phase - but I just have not included them. The next screenshot is the Shoot Phase. Here, Player 2 has priority for the round, but the Isengard Formation doesn't have any ballistic capabilities, so then Player 1 gets to perform his shooting attacks. The Gondor Formation of Minas Tirith Archers are shooting at short range (you can't see it but the long range is actually a lighter shade of alpha'ed green. Also, notice that it is only showing the command company for range - this is something that needs to be fixed as well ... so that all 3 front companies are included when drawing in the "in range" cone.
Here is the Charge Phase. Again, Player 2 had the priority for the phase, but the Isengard Formation stalled its charge - so now the Gondor Formation can attempt to charge. Notice that it shows the "required roll value" by the shade of Red - where in this case a 4 is needed to reach the Isengard Formation dead on and a roll of 4-6 will "reach".
So, there we have it so far ... I know it doesn't look like much yet ... since it is still getting underway ... but, believe me, that was a lot of work just to get it to this point! Any thoughts, comments or suggestions are of course welcome. I look forward to what the greater community has to say.
LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES
- WotR Formation Movement Calculator - Work in Progress [Part 1/12]
- WotR Formation Movement Calculator - Update ... Progress still being Made [Part 2/12]
- WotR Formation Movement Calculator - WFMC Continuing to Come Together [Part 3/12]
- WotR Formation Movement Calculator - Formations Look Like REAL Formations and Groundwork for Reconfig Costs Put in Place [Part 4/12]
- WotR Formation Movement Calculator - Load Previous Data & Reconfig Costs/Restrictions [Part 5/12]
- WotR Formation Movement Calculator - Fixed Expended Move Costs Round-to-Round and Added Color to the Reconfiguration Combo Box [Part 6/12]
- WotR Formation Movement Calculator - Movement Modifier Checkboxes Work Properly and Zoom Capability [Part 7/12]
- WotR Formation Movement Calculator - Implementing the Options for Rotation [Part 8/12]
- WotR Formation Movement Calculator - Calculating the Translation Distance for Vanilla WotR Rules of Movement [Part 9a/12]
- WotR Formation Movement Calculator - Calculating the Translation Distance for Vanilla WotR Rules of Movement (Continued) [Part 9b/12]
- WotR Formation Movement Calculator - Starting the Implementation of the Mobile Version on iPhone/iPad [Part 10/12]
- WotR Formation Movement Calculator - Continuing to Implement the Mobile Version on iPhone/iPad [Part 11/12]
- TBD [Part 12/12]
LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 2-3 Companies [Part 2/23]
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 4 Companies [Part 3/23]
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 5 Companies [Part 4/23]
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 6 Companies [Part 5/23]
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 7 Companies [Part 6/23]
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 8 Companies [Part 7/23]
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 8/23]
- Movement Types and Limits Series - Reconfiguration Summary of Infantry Formations by Company Size [Part 9/23]
- Movement Types and Limits Series - Infantry Restrictions of Reconfiguration by Formation Name Summary [Part 10/23]
- Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
- Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
- Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
- Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
- Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
- Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
- Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
- Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
- Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
- Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
- Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
- Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
- Using WFMC to Verify Movement Examples [Part 23/23]
LINKS TO OTHER PARTS OF THE WFMC MOBILE ART SERIES
- Art for Gondor and Arnor Companies and Formations of Various Supported Types [Part 1/11]
- Art for Kingdom of Rohan Companies and Formations of Various Supported Types [Part 2/11]
- Art for Elven Kingdoms Companies and Formations of Various Supported Types [Part 3/11]
- Art for Dwarf Holds Companies and Formations of Various Supported Types [Part 4/11]
- Art for Forgotten Kingdoms Companies and Formations of Various Supported Types [Part 5/11]
- Art for Mordor Companies and Formations of Various Supported Types [Part 6/11]
- Art for Fortress of Isengard Companies and Formations of Various Supported Types [Part 7/11]
- Art for Misty Mountains Companies and Formations of Various Supported Types [Part 8/11]
- Art for Fallen Realms Companies and Formations of Various Supported Types [Part 9/11]
- Art for Angmar Companies and Formations of Various Supported Types [Part 10/11]
- Art for City of Dale Companies and Formations of Various Supported Types [Part 11/11]