I am creating a new game map called “Countryside”, which consist of a large terrain (4000 x 4000 meters) with a small river cutting through the sloped landscape.
The Main Capture Point is the area around “the old water mill” and the old stone bridge crossing the small river.
“Countryside” is kind of a T-junction map, that mainly will be used to connect to maps with only one Access Point e.g. the Air Field. We can then “divide” the supplyline between two “normal” maps with this map – and when conquered you’ll have a direct route to the Air Field. To secure the Air Field from attacks, you only need to make this map a stronghold.
I could also imagine some nice tank battles on this large terrain since the mix of close vegetaion and open spaces are perfect for this type of battle :-)
It’s not live yet – but I’ll keep you informed when you can have a GO!
The next build is still in the works and not yet ready for deployment to the live server. But we’re very excited to show you all the new great stuff!
The entire gameloop is almost in place now – you can start a war, buy Assault Teams and move them around the Campaign map and into battle, you can fight the battles spawned from the Campaign using the resources from the Assault Teams with the new cool characters, updated vehicles, new explosions and impact effects and you can finally win the war.
We still can’t tell exactly when the new build will be up, but we hope to have a new build up and running on the stable server at the end of this week, and then on the live server next week. But NO promises – we still have quite a lot of internal testing, tweaking and bugfixing to do! :)
We wish to add one new tank for each side, so instead of having us just choose a new set, we wish to ask you, our beloved community, for help. So if you could choose the next two tanks to enter the battlefields of Heroes & Generals what would you pick?
It has be light to medium tanks, preferably light and you may only choose tanks which were active on the west-front. You can only choose one for each side (German and US).
The process of adding new tanks to the game is not just something that happens overnight, so we really want to be sure that we choose the right ones.
Help us choose whats next, by posting your suggestions in the forum here.
Once in a while we feature one of the developers from the team and tell you a bit about who they are and what they are working on. This time it’s Gameplay Programmer Andreas Thomsen aka. Reto.Leto.
What is your gamertag in Heroes & Generals, and what’s the story behind it?
Reto.Leto. ‘Leto’ is from back in the days when i lived in a students home. We got a 2mbit connection to share with all the residents, and that attracted some gamers that got us hooked on quake world.
What is your position at Reto-Moto?
I am a programmer working on the action game. That means Animation, Hero code, vehicles, Effects and Physics
For how long have you been working here?
What games have you worked on?
When I started at IO-Interactive they were just about to release Freedom Fighters. So the first game I was working on was Hitman Blood Money. I was at IO until i joined Reto, and in that period I also worked on Kane & Lynch and Mini Ninjas.
Which tools do you use for making Heroes & Generals?
Visual studio. All the core programming is done in C++.
What are your hobbies?
I like to travel, hopefully there will be time for some vacation soon. :)
What’s the best thing about Heroes & Generals?
The best thing is all the cool features we get to add when the core game is up and running. All the new game modes like coop vs ai. and long bombing runs with targets in ongoing games, will all interact with the same game world as everyone else is playing in.
What’s the best thing about working at Reto-Moto?
Small focused teams and we have developed our own technology.
What are you working on right now?
I’m working on making the gameplay feel more tight. Especially the weapons and effects atm. Upgraded the vehicle physics a few weeks ago and I’m looking forward to test it in the next build. Hopefully we will have time to add some more destruction of the environment soon. :)
What are your favorite games of all time?
Masters of Orion II, Quake World, Unreal Tournament II, Weird Worlds: return to infinite space, Knight’s of the Old Republic, and many more.
What are your favorite movies?
Planet Terror, Aliens, Æon Flux, Fifth Element, and probably a different list another day… :)
We’re now in the process of deploying our developer-version of the game to the live servers. It’s been quite a while since we deployed a new build, so there is quite a lot of new content and features:
The spawn-system has been reworked, the vehicles have been reworked, an updated vehicle-physics system has been implemented, explosions and particles are beefed up, there are tons of new animations and poses, the new character models are being integrated and finally: the Campaign is almost ready for being tested by Alpha-players!
Well, I guess there is even more than this, but all in all we’re really looking forward to show you all the new stuff and hear what you think of it!
The process for deploying a new build is not that trivial. First we take everything we have on our main developer-branch, and put it on our test-server. Then we test it over and over to see if things break – and in the beginning of a deployment process quite a few things normally breaks. So we fix some bugs, test again, fix bugs, test, etc… When we feel that the version is stable, we put it on our stable-server, which is a smaller, but similar setup of our live-server. And here we test the build again and again, and finally we deploy the build on the live-server, when the build is ready for it.
Normally the deployment process only takes a couple of days, but as it’s been several weeks since we made the last major deployment to the live servers it will take a bit longer this time, due to all the new content and features. We feel that the game has taken quite a leap from the current live-build to the one we’re deploying now, and we hope that you’ll enjoy all the new things and improvements in the next build!
In other news – we’ve just hired a Support Manager; Peter T. Rasmussen (Reto.Bacon). He’ll be in charge of building our support system and handling all support. So a warm welcome to him – I’m sure that you’ll get to know him quite well in our forum.
Im currently working with Reto.FleCK on the new factory map. Reto.FleCK handles the overall level design, where it’s my job to make props and buildings and to make it all pretty. So I just thought I would share a couple of screenshots of what I’m working on right now.
Achtung! The enemy is trying to cross the river!
But they can’t!
Because no-one thought about connecting the battlefields with a supply line that the troops move along. As avid readers of our blog will know we are working hard on the campaign part of Heroes & Generals, and today I’ll try to explain a bit about how the setup of this magnificent map is done.
After a series of server stress-tests we’re moving on in the developer-trenches and are working on deploying a new build with bugfixes and new content. We expect the new build to be up within the next two weeks.
Until then we’ll continue to open the Live Servers to players with an Alpha-key in three weekly 4-hour play sessions.
The sessions will be attended by some of us (Reto-Moto developers) for the first hour of each play session – for the remaining three hours of each session you’re on your own. So please behave and help each other out! ;)
|PST||EST||UTC / GMT|
|Tuesday||11:00 am – 3:00 pm||2:00 pm – 6:00 pm||19:00 – 23:00|
|Thursday||11:00 am – 3:00 pm||2:00 pm – 6:00 pm||19:00 – 23:00|
|Sunday||11:00 am – 3:00 pm||2:00 pm – 6:00 pm||19:00 – 23:00|
PST = Pacific Standard Time (US westcoast)
EST = Eastern Standard Time (US eastcoast)
UTC = Coordinated Universal Time (Server time) / GMT = Greenwich Mean Time
So feel free to log in and play the game at one of the play sessions if you’ve received an Alpha-key.
PLEASE NOTE! That login is disabled outside the play session timeslots.