NEWS

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Stable is down for maintenance, but will be back up sometimes tomorrow.

Featured Developer: Jesper Jørgensen (Reto.Mato)

retomato

What is your gamertag in Heroes & Generals?
Reto.Mato :O)

What is your position at Reto-Moto?
Lead Character Artist.

For how long have you been working here?
From day one.

What games have you worked on?
Hitman: Blood Money
Hitman: Contracts
Freedom Fighters
Hitman 2: Silent Assassin
Hitman: Codename 47
Scorcher
Red Zone
Sub-Terrania
OsWald
Sword of Sodan
And a butt load of unpublished stuff… :o)

Which tools do you use for making Heroes & Generals?
XSI
ZBrush
Photoshop
3D-Coat
XNormal

What are your hobbies?
It’s not really hobbies but I enjoy games, music and movies (good hi-fi gear), tinkering on a time machine, art and comic books I guess…

What’s the best thing about Heroes & Generals?
The feeling that you are a part of a huge war where every little action really makes a difference in the larger scheme of things.

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Intelligence Bulletin Vol 1 * No 2

Welcome to the second “Heroes & Generals Intelligence Bulletin”. The purpose of this bulletin is to give you an insight in the development progress of Heroes & Generals and show you what each of us are working on at a weekly basis.

intelligencebulletingvol01no02

This week we have continued our work on preparing the game for invitation of alpha-players. Graphics has been polished up a bit more and backend-code has been optimized and prepared for having multiple action games running on the same server. We’ve also implemented and worked on new character models, so now we have a new rig, new character models and a whole bunch of new animations as well. We’re also in the process of making our first teaser-trailer and are preparing to “reveal” our presence to the public.

Now let’s proceed to the Team Debriefing…

 

 

 

 

 

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Featured Developer: Martin Munk Pollas (Reto.Lord)

retolord

First of all, what is your gamertag in Heroes & Generals?
Reto.Lord

What is your position at Reto-Moto?
Audio Programmer

For how long have you been working here?
Since the first daylight.

What games have you worked on?
Amok, Scavenger
Hitman series, IO Interactive
Freedom fighters IO Interactive
Currently Heroes & Generals

Which tools do you use for making Heroes & Generals?
Visual Studio
Audio editors
Fmod
Xsi

What are your hobbies?
Ladies ;-)

What’s the best thing about Heroes & Generals?
Well, it is great fun playing it.

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Intelligence Bulletin Vol 1 * No 1

Welcome to the first “Heroes & Generals Intelligence Bulletin”. The purpose of this bulletin is to give you an insight in the development progress of Heroes & Generals and show you what each of us are working on at a weekly basis.

intelligencebulletingvol01no01

Our current primary focus is to make a stable version of the game so that we soon can invite alpha-players in to test the game and give us feedback. For the past couple of months we’ve been refactoring a lot of servercode, implementing a new character rig, worked on new character models, made more vehicles, started to replace prototype weapon models with new better ones and a whole lot of other things “behind the scenes”.

We’re extremely excited about inviting you in for an alpha-test soon, but please be a bit patient with us a little while yet, while we prepare the next development stage.

Now let’s proceed to the Team Debriefring…

 

 

 

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We’re hiring!

We are currently looking for a few good men/women to join us here in the Reto-Moto HQ.

More info can be found here (in Danish): Current Openings.

Featured Developer: Simon Holm List (Reto.draebesmoelf)

retodraebersmoelf

What is your gamertag in Heroes & Generals and what’s the story behind it?
Reto.draebesmoelf (translated: killersmurf) is the tag I am using when I play FPS games. I got the name when I was just a little smurf and I was banned from the smurf village.

What is your position at Reto-Moto?
Lead Sound Designer – planning, creating and setting up all the sound effects for the game.

For how long have you been working here?
I have been working here since April 2011 so that is about 5-6 months.

What games have you worked on?
Since 1999 I have been working as a full-time sound designer creating audio for AAA video games. The games I have been  working on includes: “Hitman: Codename 47”, “Hitman 2: Silent Assassin”, “Freedom Fighters”, “Hitman Contracts”, “Hitman Blood Money”, “Kane & Lynch: Dead Men”, “Kane & Lynch 2: Dog Days”.

Which tools do you use for making Heroes & Generals?
Software: Ableton Live Suite 8, Max for Live, Steinberg Wavelab 6 and FMOD Designer.

Audio hardware: Steinberg CI1 audio interface, Behringer Truth B3030A studio monitors, AKG K270 headphones, Novation Nocturn49 keyboard, GA Project FC1 mkII microphone and Roland R-05 sound recorder.

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Giving Signal to Push Robotlegs

For the last couple of months, we have been working on restructuring the tech “behind the scenes” for the Campaign part of the game. This is also why you haven’t seen any visible improvements in this part of the game since early summer. We’ve been working on two major areas. I must warn you that this post might be a bit technical, but still give it a try…

Robotlegs and Signals

Until now, the Campaign part has more or less been a prototype and we’ve not focused that much with the technology behind it, but just tried to get the gamedesign right. Now that we are moving towards the final stages, we have to stop, take a step back and look at getting the code “right” in order to accommodate future features and optimization.

So far we haven’t used a particular pattern. But now we wanted to use MVC (Model View Controller) as an architectural pattern. This gives us a more flexible application. There’s a lot of MVC frameworks for Flash ready to use. There’s no reason to invent our own, but at the same time we did not want to get tied down by a heavy framework, were we would run into limitations. So we choose a light-weight 3rd party framework called Robotlegs, where we do get a lot of features, but still are able to mold it into the shape we want without being too restricted. Along with Robotlegs we also incorporated Signals which is a light-weight 3rd party messaging tool.

Both the projects lets us stand on top of the shoulders of others, and saves us time creating boilerplate code. This means that it will increase the production speed. We are currently in the final stages of refactoring the code and introducing Robotlegs/Signals into the project. There will still be more refactoring as we go, but now we can focus on creating new features for the Campaign part again.

The first new feature we will implement is the command structure, so that team/clans can organize themselves, and we can test how it works in real life.

push_0

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