Monthly Archive for: ‘December, 2011’

300 new Alpha-presents

Santa, no… We have just sent 300 new Alpha-presents, although we’re past Christmas already! Remember to join us at the weekly Play Sessions: Tuesday, Thursday and Sunday at 20.00 – 24.00 CET.

It can take up to a few hours for a mail to find it’s way, so remember to check again later today and also check your junk/spam folder.

See you on the Battlefield!

Our December Newsletter is out – Merry Christmas and Happy Holidays!

Our December Newsletter has just been sent, and we’ve included a small Xmas-present for all of our beloved community-members. So hurry up and open your inbox to collect your gift and read the latest news from the frontline!

xmas_retomoto “From All of Us at Reto-Moto to All of You”

If you can’t wait, you can also read the newsletter and collect the goodies here!

Vehicle Armor Model

Let me start out by saying that our current implementation of vehicle armor is hitpoint based and therefor the techniques used are very much meant to support this approach.

sherman_armor “Sherman M4A3E8 armor example”

Projectile Variables

When a projectile hits a vehicle the final damage inflicted is calculated based on a number of variables, first and foremost the projectiles variables.

ammo_general “General HVAP M93 (Armor Piercing) Properties”

The damage and range variables determine how the damage falloff will be, based on the range the projectile has traveled.

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Building the Live server

Dev, Test and Stable

We currently have 3 versions of the game running: dev, test and stable. Each one has its own server (for this article, “server” usually means several machines).
Dev is the development setup. Most of our work is done there, and it is often down for short periods. Well, sometimes long periods too.
When we’re about to make a new release, we move everything to the Test server, where we test it, fix bugs, test some more etc. This process takes anywhere from a few hours to a few weeks, depending on the amount of new stuff.
When Test is ready, we move everything to the Stable server. Those of you who have been playing the game, have been playing on that server.

Our Dev and Test servers

The machines running our Dev and Test servers


We are about to launch yet another server: Live. This is the server where the game will be running for real. It is a lot larger than the others, with capacity for many more players.
For both Stable and Live, the actual machines are located in several locations. The strategy game is hosted in one place – and the action servers are spread all over the place, to keep the ping down for as many players as possible.

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It’s Alpha-time – 300 new keys are away!

Tuesday already, and 300 new Alpha-keys has just been sent to some of our beloved community-members. Remember to join us at the weekly Play Sessions: Tuesday, Thursday and Sunday at 20.00 – 24.00 CET.

It can take up to a few hours for a mail to find it’s way, so remember to check again later today and also check your junk/spam folder.

See you on the Battlefield!

Intelligence Bulletin Vol 1 * No 15


We’re working on as many as three different branches on the Campaign part of the game – next up is to merge those branches into one. This means that the basic functionality of the Campaign is getting very close to being deployed to the stable servers. In other words – we expect to have the Strategy part of the game operational on the stable servers shortly after New Year’s. We also expect the servers to be stable and able to scale up to thousands of players around that time.

So please have some patience a little while yet – our goal is to send keys to all who have signed up so far before the end of January. BUT please note, that we might encounter obstacles along the way that makes it impossible for us to do that. We cannot tell if there are bugs somewhere that breaks the backend when many players join, etc. But we can promise you that we’re working hard to get you all in to play as soon as possible!

And on different note – we’re qualified to the second phase of the ‘2011 Indie of the Year Awards’ by IndieDB, so please remember to vote for us (again)!


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“You see blouse… I see breasts!” – Focus in Animation

“You see blouse… I see breasts!”
Focus in Animation

Since the dawn of man, well at least for a very long time, we have had one significant and dare I say invaluable skill, that even today defines us as … well.. man.

I am talking about the ability to scan a situation, evaluate and single out a point of interest, only to home in more, focus on that one subject and according to needs even make out the information that is not available.

This urge to focus and fill out the blanks has helped us immensely through history.

When Neanderthals needed to know that this huge oddly shaped branch sticking out from behind that tree was, in fact not a branch, but the long and quite sharp teeth of a sabre-toothed tiger – that skill came in handy.

When an 1800’s engineer looked at a ships engine at full steam and needed to know that the first valve of the third cylinder (…yeah I know – but I’m a car guy – not a steam enthusiast) sticking out slightly, obscured by rotating cogs and otherwise bad lighting is in fact about to fall out and cause a massive explosion (again I know – but it makes for good imagery) – that skill came in handy.

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A game of guns

Multiple rifles, 2 pistols, 2 sub-machine guns, light machineguns, general purpose machineguns and heavy machineguns. Bazookas and a panzerfaust.

This reads like my wishlist for Christmas, but is actually what I am currently working on. In a FPS the guns are very very important, so I’ll try to explain a bit about how I work on balancing and tweaking them.

Springfield M1903 “M1903 the allied sniper rifle, ready for tweaking”

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