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"Box cover art for upcoming game" Topic


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32 hits since 7 Aug 2026
©1994-2026 Bill Armintrout
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Wolfhag Supporting Member of TMP07 Aug 2026 7:22 a.m. PST

I need to do the box cover art for my game which will be released soon. Since I'm a terrible artist and my graphics design skills are minimal I asked ChatGPT images to give me an idea.

I wanted a Panther and T-34/85 engaged in a fight and use info from my game already stored for the AI content. The initial layout was pretty good but I had the AI make a number of changes. I had to do some final changes in MS Paint for the Panther turret, cupola, tools on the hull side.

The only thing left that is AI is the tank images and the background. After I get it finalized I'll have a graphics artist redo it as I'd rather not use AI in the final version.

The AI suggested the Fast Play, Realistic and Intense, I'll explain.

Fast Play: The turns go by quickly getting to the action without a lot of traditional rules. The amount of time it takes depends on the scenario and player decisions.

Realistic: I prefer historical as realistic is subjective. The system does portray historic rates of fire, movement, engagement times and tactics in a playable way with a minimum of abstraction. The gun fire and damage rules are based on real factors, not an abstracted "To Hit #."

Intense: Any game can make that claim. A single important die roll can be the most intense part of the game. With the OODA Loop timing as turn is announced sequentially nothing may happen and the next turn is announced, or one of more players may pause the game to react, maneuver or execute an order.

Time Competitive: So if two tanks are shooting at each other and one shoots at 2:37 and one at 2:38 if the one at 2:37 his and kills his opponent was one second too slow and it may be because of the players decision. He could have traded decreased accuracy for increased speed to shoot first but did not. That's basically the same dilemma gunners have.

Scale: All of the distances are in meters so you can scale the game to whatever you want. For micro armor to 1/144 scale I use 1" = 25m. The larger the scale model the shorter the 1" distance should be.

Data Cards: These have the specific data for each vehicle and model for the Action Timing performance, speed, characteristics based on historical performance.

D6: Players roll a D6 on the data card to see how long an action will take as it is somewhat variable. Ace crews are quicker, poor crews slower.

There is no need for traditional IGYG and unit activation rules.

Any feedback appreciated. I'm not entirely satisfied with the background.

Wolfhag

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