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Allies & Axis! Ladies & Gentlemen! We are currently gathering questions in a forum thread, curated by Reto.Vashu. So if you have questions for us head on over to this forum thread and fire away.
We will then sort the questions and go through them and answer as many as we can.
Have an awesome weekend everybody!
Guess what just rolled out of the factory? That’s right, here comes the American answer to the formidable Tiger… ladies and gentlemen, the M26 Pershing!
We are looking for a programmer to join the Heroes & Generals team (http://www.heroesandgenerals.com).
You will primarily be working on the client for the game, but should expect work in other areas as well. Most of the programming will be done in ActionScript3 (Flash), but we do not require prior knowledge of the language. However, we do expect candidates to learn the language quickly.
We need you to work full time at our office in central Copenhagen.
- Work with the rest of the team to implement the client for the game. You will participate in designing and implementing frameworks, network protocols, GUI and game logic.
- Implement and maintain frameworks and application-level parts of the clients.
- Work with the design team on improvements and new features
- Work with QA and production management to ensure that the game lives up to the players’ expectations
- Bachelor’s degree in computer science or similar background
- Good English skills (written and spoken)
- Passion for games, including strategy games
- Must have relevant work permit
- Experience with AS3 and Flex 4 is a plus
- Experience with profiling and optimization is a plus
Back to work! After Vacations are coming to an end and we got the Keating build online we have been spending a lot of time examining the data and feedback we have from Keating. As you might have noticed in the earlier Intelligence Bulletins we have spent quite some time profiling how the game performs and adding points where we can get some data to analyze. This has helped us locate and fix some bugs that had been in hiding deep in the code for a long time. It also enables us to better track performance and we are currently gathering as much info as we can on PC configurations that are not performing as we want it. Take a look at this forum thread for a bit more information.
We are currently in the process of locking down the features for the next build, and I am gathering screenshots and info from the rest of the devs so we can start presenting the new features in the coming build.
On another note I have press-ganged reto.Gargamel into starting a new column on the blog called “Half the battle“, with the title taken from the saying “Knowing is half the battle”. In it we’ll try to shine a light on some nifty things you can do in the game. Please drop him a PM in the forum or write a comment if you have ideas for future posts.
That is all from me, have a great week everybody! :-)
So they’re blocking access to the bridge and they brought the bigger guns. Some joker parked his Sherman right in the middle of the road and your infantry keeps getting mowed down by machine gun fire, or blown to bits — sometimes both at the same time. “Why don’t we have tanks?”, asks a green recruit. You do have tanks… but they have been deployed on another attack line. You can hear them shooting at something far away across the water. The body count is rising, but you’re not advancing. What now?
Q:How many infantrymen can you fit in a 4×4?
With some creative seating arrangements, the answer is… nah, I’m not telling you, just try it!
While weakly armored and definitely not designed to take on heavily defended positions, the 4×4 and Kübelwagen provide one major advantage: SPEED. When playing assault missions, you will often have to cover a lot of ground before reaching the first Capture Point. If you allow the enemy to take position closer to your Access Point, you may soon find yourself wondering who’s attacking who.
We saw you discussing the capture zones on the forum and thought it was a good idea to review all the capture zones for the Keating build. You are now able to play the Town map with pretty much every capture zone revamped. In this post, I’ll tell you about the changes. Overall, they have become larger, and some areas have even gotten some new entry paths to allow for more interesting close combat gameplay.