NEWS

Master your own destiny! Command a nation!

Developer’s Corner: the Fog of War

In our recent Developer Q & A, we mentioned yet another new feature to be introduced with the imminent arrival of the Manstein build: the first iteration of the fog of war. It’s a fairly common feature in strategy games, and it should have a noticeable impact on the way Generals plan their moves.

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Map Updates – Mountain Town – Part 1

The time has come to announce the biggest change to come in the Manstein build: a complete overhaul of the Mountain Town map. In fact our level designer and graphics department haven’t “reworked” the map so much as completely rebuilt it! This is the first part of the tour. Hop onto my truck!

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Dev Q&A – Fall 2013 – Part 5

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We saved the best for last, so to speak, and answered some of the hardest questions in the final part of the Fall 2013 Developer Q & A. In case you just walked in, here’s what this is about: last month, in a chat session moderated by Reto.Vashu, the players submitted 20 pages worth of questions concerning the future of Heroes & Generals. We then assigned a few undercover Stasi agents to spy on the developers and tap their phone lines (while wearing fake moustaches).

Here is a random selection of your questions and developers’ answers:

Q: Will it ever be possible to get more than just 10 ATs per account?

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Developer’s Corner: Asset Streaming

As was mentioned already in the last few blog posts, a lot of the work that we have been putting into the upcoming Manstein build of Heroes & Generals is aimed at improving performance. One of these improvements is asset streaming.

Lock & Load

In all the previous builds, the game would load all of its assets (geometry, textures, sounds, etc), every single time you launched a FPS match, using up a large amount of memory, preventing some of the lower-end graphics processors from running the game at all. Starting with the Manstein build, textures will be loaded on the fly (i.e. streamed), as they become needed.

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Feature Friday: Destruction

No war game would be complete without some destruction effects! With the upcoming Manstein build, we can at last announce the first iteration of our destruction physics: now wooden fences can be blown up and plowed through. Even gunfire damages them, if you’re ready to waste a few bullets!

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Intelligence Bulletin Vol 3 * No 31

Textures streaming in. Bugs getting reported and fixed. There is not much to report in this Intelligence Bulletin as most of our efforts are focused on fixing bugs. Improving the build stability. Measuring performance and a lot more all related to the new Manstein build. We have been playing around with the new MG34 and as you might have noticed we are in the process of locking down the next steps in the light tank structure and the lively discussion is providing a lot of valuable feedback, and (I think) some people are discovering that creating a list that is both fun and balanced is not an easy task and opens a lot of interesting bits to think and talk about. We are also aware that some players are experiencing higher pings than usual; this is due to a broken switch at our Amsterdam hosting center that made two of the larger servers unusable. The provider are still working on getting their hardware fixed, but we’ve had to take the two machines behind that switch offline until our hosting center gets their stuff fixed. Hopefully they can get spare parts for their switch soon as it is getting REALLY annoying.

The resource system is also being put through its paces before we roll out the texture streaming in the Manstein build. We built a couple of machines identical to the ones we got reports on and used that for tweaking performance variables. This, combined with the texture streaming should provide a performance boost on both low-end and mid-range graphics cards.

Stay tuned for more sneak-peeks of incoming features and behind the scenes stories, and now I will spend the rest of the day driving various vehicles through poor farmers’ fences.

That is all from me, have a great week everybody! :-)

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Dev Q&A – Fall 2013 – Part 4

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You can now read Part 4 of the Fall 2013 Developer Q & A. Quick recap for those of you who just got here: last month, in a chat session moderated by Reto.Vashu, the players submitted 20 pages worth of questions concerning the future of Heroes & Generals. We then poured some truth serum in the developers’ coffee machine and questioned them in a dark cellar. Fun times!

Here is a random selection of your questions and developers’ answers:

Q: Is some sort of terrain destruction planned, if so on what scale? Fences and small trees, or all the way to buildings and bridges?

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Developer’s Corner: Partial State Update

One of the key features in the upcoming Manstein build is the complete opposite of the Matrix: you cannot see it for yourself — you have to be told what it is ;-) I am talking about a very useful, yet invisible, improvement in the way the action game client interacts with the server hosting the battle: the partial game state update.

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