Naked War screenshots taken from Beta 4, 18th July 2006
Screenshots of the front end, title screen, attract mode, options screens etc.
Attract mode begins on boot up.
The Naked War logo appears to the sound...
...of Loop Aznavour's 'Let Us In', as a squad...
... of soldiers make their way across an island...
...in tanks, boats...
...eventually reaching the end of the island...
...where they start blowing things up!
Registered players can select Log In to access more features.
Previously logged in users are remembered locally.
Type in your username and password to log in...
...and Email Challenges and the Editor become available.
The graphics setup page allows you to adjust the performance of the game.
Mouse camera and zoom controls are customisable to suit all tastes.
You can configure the game to use non-standard http ports, or your office proxy.
The map selection screen shows a visual representation of all the islands available.
Then you get to have a good look around the island before you commit to using it.
Play scissors / paper / stone to see who goes first.
Screenshots showing how the game is played; how the player sets up commands for a turn.
Each turn begins with an inspection of your squad.
You can rotate and zoom the camara around the island.
When you select a soldier to command, a star appears beneath him.
Yellow stripes indicate the maximum movement distance available.
Click anywhere in those stripes to create a move command.
The yellow stripes now highlight the remaining movement range.
Red stripes highlight the firing range from that spot.
Selecting a target creates a firing arrow.
You can add a text and voice message to any command.
The commands you add appear on the 'timeline' at the bottom right.
When you're ready, add a message and send the turn to your opponent.
Movement and firing arrows are only visible as you create them...
...but you can press space to see everything you've planned at once.
Line-of-sight weapons fire directly at their target, provided its visible.
Projectile weapons fire shells in a parabolic arc to any point within range...
...including cells which aren't visible from where they are fired from.
Boats have a long and high firing range.
Gun Turrets have a long firing range and a large impact radius.
Helicopters use line-of-sight, but hit everything between them and their target.
You can set up simple turns with only one or two commands...
...or very complex turns of up to 28 commands, if your brain is big enough!
Turn Play Back
Screenshots showing how a turn is viewed, either an incoming turn from another player, or a turn which has been set up and sent to the opponent.
Incoming turns begin with a recap of the status of each team's soldiers.
Then the turn starts, displaying a message from your opponent.
The soldiers move out, executing their orders.
In full screen playback mode, the camera keeps all the action in view.
Your opponent can include messages (text & speech), spoken by individual soldiers.
Ouch! The opposing team claim a doofer as Ste is demobbed.
Big explosions destroy massive sections of the island before your eyes...
...and leave behind deep, permenant craters.
As each soldier completes his moves the camera zooms in on those still active.
There are three other camera modes to watch play back in.
This is the mini-cam mode, showing a plan view of the island...
...with mini-cams showing a close up of each active soldier.
As each soldier finishes executing his commands...
...his mini-cam disappears...
...until only the last active soldier is visible.
The third alternate camera mode is split screen.
There the screen is split into quarters with 4 active soldiers...
...or Dallas style vertical stripes for 3 active soldiers.
Each soldier's commands are visible at the base of each split.
Only two soliders active here.
You get some pretty nice close ups...
...with only one or two soldiers active.
The 4th camera mode is plan view, a no frills strategic camera.
At the end of playback you can rewatch the turn, look around, or plan your response.