- MEDIA ˇ
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As a CEO I have many administrative tasks – some more exciting than others ;-). One thing I’m truly excited about is that we’ve just signed a deal with Vivox, so that we can give you a first class voice communication systems for your command and control.
Our integration will allow peer-to-peer communication within the Assault Teams and its arms, and allow the Assault Teams to coordinate between the teams and HQ.
There is already one thread on the forum regarding voice chat and we would love to hear all your ideas for how we should integrate voice in Heroes & Generals.
Since the beginning of time. sorry since the beginning of the development of Heroes & Generals it has been our wish to build the game in as close cooperation with the players as possible. This is where the forum comes in.
^ sorry for that horrible ‘shop, but a picture of a forum front page is just not that exciting.
Each week we’ll feature one of the developers from the team and tell you a bit about who they are and what they are working on.
First of all, what is your gamertag in Heroes & Generals, and what’s the story behind it?
Taken from the Book of Deuteronomy 14:11-18:
– 11 You may eat any clean bird.
– 12 But these you may not eat: the eagle, the vulture, the black vulture,
– 13 the red kite, the black kite, any kind of falcon,
– 14 any kind of raven,
– 15 the horned owl, the screech owl, the gull, any kind of hawk,
– 16 the little owl, the great owl, the white owl,
– 17 the desert owl, the osprey, the cormorant,
– 18 the stork, any kind of heron, the hoopoe and the bat.
What is your position at Reto-Moto?
For how long have you been working here?
What games have you worked on?
I created the characters for Kane & Lynch: Deadmen and Kane & Lynch 2: Dog Days.
Concept work (mainly Characters for a unpublished game)
Characters for Hitman 5: Absolution.
We plan to equip the players with the correct associated ammunition pouches, bags and boxes when switching between the weapons. The combat gear will be shown on the character in-game. So if for example you switch from a sniper rifle to a sub-machine gun, the ammunition pouches will be replaced by the historically correct, elongated sub-machine gun magazine pouch. Likewise switching to a light machine gun the player will be equipped with a box of ammunition.
We started this week by sending out a press release Monday, where we announced Heroes & Generals to the public with our Debut Teaser.
This resulted in quite a few mentions in the gaming press around the world. We’ve been featured on Kotaku, Joystiq, Rock, Paper, Shotgun, Destructoid, Igromania (RU), Gamecorner (PL), CD-action (PL), Genk (VN) and many other sites and forums around the world. Our Game Director Reto.RedBjarne even made an exclusive interview with John Walker from Rock, Paper, Shotgun.
Our forum is sizzling with activity, and the number of posts have exploded.
Quite a few interesting On Topic threads has been spawned, and we’re slowly digesting the feedback, and trying the best we can to answer questions.
And finally we’ve sent out more Alpha-keys this week, which you can read more about here.
Now let’s proceed to the Team Debriefing…
We’ve just sent out 200 Alpha-keys, so go check your inbox to see if you’ve received a mail from us. And please, remember to also check your junk/spam folder.
We’ve received quite a few inquiries from newly signed and hungry community-members wanting Alpha-keys. We would love to send you all an Alpha-key right now, BUT our servers cannot, at this point in time, handle that many simultaneous players. We wish to give you all the best experience possible, while playing and testing H&G, so we’re gradually inviting more and more Alpha-players as we can see the servers and systems can handle it.
We’re still in a very early Alpha-stage and normally you wouldn’t get access to a game in development this early in the process. But we feel that it’s very important to get feedback from you guys while we still can change things, instead of waiting until the game is almost done.
So to all of you waiting for an Alpha-key: Please have a little patience, while we increase the servercapacity, optimize the database and improve the stability of the game.
Alpha-keys are generally sent on a first come, first serve basis – BUT to celebrate that we’ve received a tremendous amount of sign-ups lately, we’ve decided also to hand out some of the keys to random users.
See you on the battlefield!
At the moment I’m working with Reto.Placebo and Reto.RedBjarne to create the next version of the Campaign. We’ve had several iterations of this part of the game to get it just right, but the concept is not finalized yet. We are still trying different setups and need to test our ideas with the community. But below you can find our plan at the moment.
If you would like an introduction to the Campaign, please read Reto.KenSolo’s previous post “So what’s the deal with the campaign part of H&G?”.
Moving assault teams
In our previous iteration, when you moved the Assault Team, the icon got moved to the location you wanted to move, and then the resources moved after the assault team icon. The different resources moved at different speeds and got represented separately. So you saw tanks and men moving along the supply lines. This was not intuitive, and would in the long run create lots of technically difficulties.
In the current iteration we choose to move the Assault Team icon along the supply lines, and show a marker for where it is going – we feel this is much more intuitive.
This post is going to be about how we go about creating and displaying the OSD (on-screen display) in the action game.
In the past – before Heroes & Generals – we have tried a number of different approaches, but we weren’t quite happy with any of them.
This time we decided to go for a Flash-based OSD. This allows us to use a full-featured editor and file format, with a built-in scripting language. A lot of games are doing that these days, and at least one company makes a living out of providing technology for this purpose: Scaleform. When we contacted them 2-3 years ago, they wanted sum of money up front. At the time, it was too large a sum for us, being an independent developer with no funding. So, in stead we looked at gameswf, which is what Scaleform is based on. It is also free (public domain) – and it fits our needs quite well.
The end-result is that we can use Adobe’s flash tools to create the in-game OSD. Here’s the compass and health-display: