Archives

Monthly Archive for: ‘October, 2011’

Intelligence Bulletin Vol 1 * No 8

intelligencebulletingvol01no08

Another week has passed and we’ve finished and deployed a new stable build.

The previous build had some bugs with joining missions, where you sometimes ended up in another map and on a different mission than the one you wanted to join. This has been fixed and some new features and assets have also been added, which we’ll show more of in a new VideoLog, which we’ll publish next week.

Our Game Director Reto.RedBjarne did an interview with MMORPG ITALIA, a little while ago and you can find it here.

The next release is now in the works, and besides that a new vehicle is also in progress – this time a bicycle – which you can read more about in the Team Debriefing below.

And to those of you who have an Alpha-key: Remember that we have weekly play sessions, where we (the developers) will be online, every Tuesday, Thursday and Sunday at 20.00 – 24.00 CEST.

 

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Mines

Currently we have three types of mines for each faction, the Anti-personnel, Anti-tank and magnetic/sticky mine.

German Mines

tellermine_42 s-mine hafthohlladung_h3
Tellermine 42                                   S-Mine                                      Haftholladung H3

US Mines

m2a4 m1a1 no_74
M2A4                                         M1A1                                              No.74

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Animation : Poses

“… you HEAR ME SOLDIER ? …Being a FirstPersonShooter is NO excuse for SLACKING POSES ! “

(…Below are screen grabs showing my ambitions on tight and dynamic posing…. SIR!)

 

“The Tight Grip”

Even though you don’t see the hands – apart from a couple of finger tips here and there (in 1st person view) – I still want to cater for when you are up close to your buddy or when screenshots will be made.

You could argue that posing fingers in a dynamic pose is a waste of time… I strongly disagree…

 

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Featured Developer Karsten Hvidberg (Reto.Murphy)

Each week we’ll feature one of the developers from the team and tell you a bit about who they are and what they are working on.

retomurphy

What is your gamertag in Heroes & Generals?
Reto.Murphy.

What is your position at Reto-Moto?
Server framework programmer.

For how long have you been working here?
From the beginning.

What games have you worked on?
The Hitman series, Freedom Fighters, Scorcher, Red Zone, Sub-Terrania among others.

Which tools do you use for making Heroes & Generals?
Visual Studio and Perforce.

What are your hobbies?
Computers and coding – yes, quite sad, I know.

What’s the best thing about Heroes & Generals?
Hmm. I don’t really like war at all… I know it’s a bit odd, when we’re making a war game. But I really enjoy working with games – oh, and parachuting is actually fun… :-D

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Intelligence Bulletin Vol 1 * No 7

intelligencebulletingvol01no07

We’re still getting Alpha-signups – as a matter of fact we just passed 10,000 sign-ups this Friday!

So next step would of course be to give out a whole lot of Alpha-keys – AND we would love to invite all of you in to play Heroes & Generals – BUT, our back-end servers are still not ready for so many simultaneous players.

We are working hard on increasing the capacity and getting the servers more stable, so we can invite more Alpha-players, but please have some patience a little while yet! We will send out more Alpha-keys in the next couple of weeks.

Team Debriefing this week has been dropped because the office was closed down Friday (due to the Danish autumn holiday season) where we usually debrief, so we’ll jump directly to Developer Blogs this week.

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Incoming! German mortar in-game graphics

Since we mentioned a short while ago that we are working on mortars, we felt that we should show you all a bit more, so here is a view of the in-game model of the Axis’ mortar.

Granatwerfer 34

If you are interested in Heroes & Generals’ mortars and their use, take a look at this thread in the forum.

Large scale terrain vegetation

Initially we wanted vegetation to play a role in the gameplay, eg. we wanted players to be able to crouch and hide in the vegetation. In most other games (at least in those I’ve played) the vegetation is clipped away in the distance leaving the ground completely uncovered. The effect would be that the player would crouch down thinking he would hide in the high grass, but in reality all other players would be seeing him crouching on a bare piece of ground.

We already had a vegetation system similar to what exists in other games, but performance got really bad as soon as we moved the clip plane further away from the camera, so I started to look into other solutions. I had some ideas that I needed an algorithm that would work somewhat like our terrain drawing, where the terrain would get coarser in the distance.

terrain1 Terrain rendering getting coarser with the distance

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Voice Communications

As a CEO I have many administrative tasks – some more exciting than others ;-). One thing I’m truly excited about is that we’ve just signed a deal with Vivox, so that we can give you a first class voice communication systems for your command and control.

communication “Herr General – Wir brauchen Verstärkung!”

Our integration will allow peer-to-peer communication within the Assault Teams and its arms, and allow the Assault Teams to coordinate between the teams and HQ.

There is already one thread on the forum regarding voice chat and we would love to hear all your ideas for how we should integrate voice in Heroes & Generals.

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What are you waiting for soldier? We need heroes on the battlefield and generals to lead them!