- MEDIA ˇ
- GAME ˇ
- DEVELOPMENT ˇ
This week we have focused a lot of our efforts on hotfixing bugs on the Guderian build! Vehicles has seen a couple of bug-fix builds and some major improvements. We have been following the performance of the servers closely and the programmers keep refreshing their email-clients for incoming crash-logs to pick apart and bug-fix.
We are also doing our very best to streamline and improve our development processes wherever we can. We have SO many things we want to put in the game and let you play with and since we can’t modify the time-space continuum, we have to work smarter. This has also led us to go through a lot of older designs and check whether they were still relevant or if stuff needed tweaking. Character progression, equipment, personalizing soldier load-out, and the strategy auto-resolver and how it links to the action game and back are some of the things that has been through the wringer.
Oh, The first version of ingame destruction of objects (fences, small trees, etc.) has been added to our internal development stream and we have seen it work in the engine (without nuking performance)….
From the desk of Dondergod:
Welcome to this second newspaper special! A bit later than my plan was, but here it finally is! In this article I am going to take you back into 2012. Do you for example remember the time when the campaign map was only future music? I myself only joined the beta in march, so I cannot say anything about the months before. Enjoy! Note: The screenshots used have nothing to do with the builds,
Questions to Reto
I also took the liberty of asking some questions to Reto. I first wanted to give a whole list of questions to all seperate reto’s, but because of the time and their time which I didn’t want to waste, I decided to go with 3 open questions. I want to thank Reto.RedBjarne for his participation and the answers to my questions.
What does the Reto office look like? – People
Ever so often people ask “What does the Reto office look like?”
(Splixxen! You just made that up! /Ed.)
We sometimes move around to make communication easier, for the people who needs to work together.
At the moment, one of the rooms is called “The Action Room”, where we have all the guys working on stuff for the action game; Level design, Vehicle design, Action game code, Animations, Stats, QA, etc.
So here’s a small glimpse into the world of Reto’s (messy?) workstations ;-)
Our backend provider is upgrading a switch in Amsterdam (or maybe a bridge in Arnhem :-P )!
22JAN13 – 0500-0800 CET
Click the date above to get the time in your local timezone.
We are not sure how much this will affect the game, but we thought we should warn you.
From the desk of Dondergod:
Welcome to the ninth edition of the H&G newspaper. The 13th war of Felber has been a hard war so far in which the allies have shown that teamwork isn’t impossible in their faction. Being one of the new unofficial Allied High Command it is easy for me to write how they work. But not very easy to talk from an axis perspective. That’s why I mostly want to do a shout-out to axis generals, sent me articles! This can of course be done to [email protected]
From the desk of AHC (Allied High Command):
Comrades, thank you for participating in this war! We have fought through many battles like brothers in arms, we have cut through the enemy lines swiftly and without hesitation and we have done many great deeds that would surely be remembered! Did we give up after we lost half of France? No! We pushed onward! Did we give up at the countless battles in Den Haag and in the Netherlands? No! We pushed onward! Did we give up after we lost important front line cities? No! we pushed onward! Let us not forsake our comrades, do not give up and win Berlin! War #13 will be won by the Allies!
From the desk of GHC (German High Command):
We all know we were going to receive a damn good thrashing out there; however, keep a stiff upper lip and walk off at the final battle with dignity and pride; safe in the knowledge that at least you will never have to wear US things.
That said, Axis team, prepare for the next war and listen very carefully to the strategies told on the chat…the US luck is gone now
lead, don’t follow, because like Einstein said once “the definition of insanity is doing the same things over and over again and hoping the result to change” AXIS is not insane.
The Allies may have won the war, but we will be back. Axis is the future! Which explains… why this war the world was not ready for us yet. But next time we won’t be so kind, next time we will bring everyone on their knees who opposes us! We will destroy them with our iron fist! WE ARE AXIS!!! And we are not afraid…
Heroes & Generals News
Vol.: 1. Issue: 9
The Guderian build is online. This build has a lot of ‘behind the scenes’ fixes and updates as well as the new ‘Squad Leader’ functionality and the ‘First Blood’ mode.
The new Squad Leader is the first iteration and we hope it will make it easier for players to understand where to go and what to do by following their Squad Leader’s orders. We have a lot of ideas of new functionality that we want to add to the Squad Leaders and we will gather feedback and statistics from the game to see what to implement/fix/change first.
‘First Blood’ is the first (hehe) step in building a set of tutorials for the game. New players will get a quick and fun introduction to the game and have a chance to setup their graphics settings before joining a ‘real’ game. The first addition you will see to ‘First Blood’ is the ability to replay the mission whenever you please. This was on the list for the Guderian build, but we could not get it done on time, so we rolled out ‘First Blood’ without it. This feature is first on the list to add.
Reto.Leto has been rewriting a lot of the vehicle code and that has been rolled out in Guderian, unfortunately we immediately found a lot of bugs, so we are hard at work getting them fixed. The reasons we are rebuilding the vehicle code are multiple, but some of them are: Easier to maintain and tweak wheeled and tracked vehicles when using the same code, friction system for slipping and sliding, climbers on tracked vehicles for better handling on rough ground AND it is the first step for having destructible terrain features!
While Reto.Mato is working on German RZ parachutes, reto.dave has been working on an allied item related to air. In the future we of course want to have different drop canisters for each faction as well as let airdrops of supplies be player controlled. – Reto.Robotron3000
I’m currently working on a CLE drop canister, it is going to be used for the supply depots. They look a bit boring at the moment; so we put a bit of effort into making them a more interesting.
As you might have noticed in the previous Intelligence Bulletins Reto.Mato has been hard at work expanding our character pipeline and building new parachutes. Here is a bit more information on how this process works. Enjoy! – Reto.Robotron3000
When creating the uniforms for the characters, we start out using a cloth simulation program to create the base uniforms cloth pieces draped over a body model. This creates realistic looking folds and wrinkles on the uniforms. We decided to make a parachute bag with it’s intricate straps and the open parachute canopy itself in this cloth simulation program. We wanted to see if we could benefit from the simulated forces from the pulling of straps, ropes and the effects of wind and gravity. The simulation for the bag and the straps is made on top of the German paratrooper uniform for a perfect match.