NEWS

Master your own destiny! Command a nation!

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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Building buildings

In order to make more and larger levels, we’re creating the majority of the buildings in Heroes & Generals from a set of smaller modules called “masters”. These masters can be combined into larger and smaller structures (buildings) called a “master compound”. It’s kind of like gluing together miniature plastic model houses from a pile of wall, window, roof and door sections.

buildings An example of a building made from some of the “city-masters”

There are quite a few advantages to this approach; one is that we in short time can create a huge number of different buildings from the same masters. Another major advantage is that if we update a small detail on a master, which might be used on tens of different houses, you don’t need to download all of the houses again, but only the updated part. This greatly reduces download sizes and makes it possible for us to make frequent updates without disrupting the flow of the game through long downloading time.

Some structures will be custom made though, like bridges, major landmarks or special monuments.

Featured Developer Tobias Brogaard (Reto.Ogssan)

retoogssan

First of all, what is your gamertag in Heroes & Generals?
Reto.Ogssan, don’t ask me why. It is a nick I randomly started using with Need for Speed 2 and it just stuck. It has one big advantage, it is sufficiently meaningless to always be available where ever I need a user name.

What is your position at Reto-Moto?
Gameplay programmer on the action part of the game.

For how long have you been working here?
Since Feburary 2011.

What games have you worked on?
I came fresh out of the Danish university system, so all my prior game development experience comes from various university and hobby projects. Most notable of which was an UE3 mod called Steam Racers, http://scholarium.dk/?q=node/10.

Which tools do you use for making Heroes & Generals?
Primarily Visual Studio and occasionally Flash CS-something and Softimage XSI.

What are your hobbies?
In my spare time I periodically do a lot of boardgaming with friends. I very much enjoy the German games and once in a while the big epic long American boardgames. But typically I grow tired of a game after a couple plays, so I have a tendency to buy a lot of new games that we can try.
Additionally I also enjoy playing a large variety of video games, with my main passion being simulation racing games, FPS games that bring something new to the table, and large scale epic strategy games.
Besides all the gaming I’m a big fan of anything Sci-fi related; movies, tv shows, books, well basically everything except conventions.

What’s the best thing about Heroes & Generals?
As a big fan of both large scale strategy games and the original Battlefield, Heroes & Generals fits in perfectly with my idea for an awesome game. I love the tanks, planes and the idea that what I’m doing has a greater purpose.

What’s the best thing about working at Reto-Moto?
Doing exactly what I love and working with some of the most talented people in the industry.

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Featured Developer: Bo Cordes (Reto.Placebo)

What is your gamertag in Heroes & Generals and what’s the story behind it?
Reto.Placebo – First of all my real life first name is contained in the gamertag, and besides that it’s funny having a handle which derives its meaning from a substance which is not all it seems to be.

What is your position at Reto-Moto?
Code connoisseur or programming artiste.

For how long have you been working here?
Since February 2011.

What games have you worked on?
Hitman, Hitman 2 – Silent Assassin, Hitman Contracts, Hitman Bloodmoney, Hitman Absolution, Mini Ninjas.

Which tools do you use for making Heroes & Generals?
As a programmer – living in a world of text – I almost exclusively use Visual Studio for whatever I am doing. The tools I don’t have already for making the game I have to make myself.

What are your hobbies?
Martial arts and fitness – although not exactly a martial art I have trained Krav Maga for a couple of years and been boxing to keep the body in shape. Furthermore I have recently been introduced to sea-kayaking which I will dedicate some hours to and try to master.

What’s the best thing about Heroes & Generals?
The idea about involving gamers to shape the game.

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Leveldesign: City Map, Boulevard

In the presentation of the “City-River” map, Carsten suggested an idea to a new city map – a more open space location.

I’ve tried to layout the idea – and would love some comments, before I mock it up.

The basic idea with this map is:
1) Very simple layout – opposite to many of the other very complexed maps
2) Only 1 Main Capture Point for winning
3) Open area combat
– snipers positioned in buildings along the boulevard
– canons/tanks positioned on the edge to cover the main boulevard
4) Close area combat
– shotguns/CC weapons usefull in the tunnels connecting the pavements
5) Group tactics are essential, working together to move ahead

/fleck

layout_new_map_main_street

 

Character Costumization: Combat Badges and Ribbons

In order to help you become the war’s greatest Sniper, Fighter Pilot, Tank Commander or whatever you prefer we’ll let you customize your character with Combat Badges.

combat-badges Initial design for some of the Combat Badges – 3 American badges in the top and 3 German badges below

A Combat Badge unlocks a special ability related to that particular badge. One special ability could be “Increase sprint time”, another could be “Faster startup time on airplanes”, etc. Your character can wear two Combat Badges at the same time and you can win the same Combat Badge multiple times, giving you a better version of the special ability. In order to be awarded a Combat Badge you need to earn two or more Ribbons related to that particular Combat Badge.

Ribbons are achieved by performing certain actions a number of times, such as winning a number of battles as attacker, making a number of knife kills, driving a certain distance in a vehicle, etc. A ribbon can be won multiple times and a “pip” will be added for each award.

We’re currently designing the Combat Badges and their abilities, so if you have any ideas for cool special abilities or designs, please write a comment to this post or make a thread in the forum.

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