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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:
First of all – Welcome to all the new community-members!
The past few days has been quite hectic. Friday we made an exclusive release of our Debut Teaser at gametrailers.com, and Monday we released the teaser + more sweet stuff to the rest of the press, accompanied by a press release.
So we had some downtime on the servers, but they are now up again, and we’ve increased the capacity, so hopefully there won’t be any problems signing up in the near future.
From the creative minds that brought you the Hitman series comes Heroes & Generals, the first title from independent studio Reto-Moto. Heroes & Generals – now in Alpha testing – introduces an unprecedented mix of frontline shooter gameplay and strategic campaign management in a massive-scale multiplayer online war.
Heroes & Generals Debut TeaserPlease enter the url to a YouTube video.
Imagine a game where your actions can help turn the tide of a persistent online war being fought by thousands of other real players, either in the role of a hardened soldier engaged in blistering first-person shooter combat, or as a strategic officer managing the grand scheme of the campaign on a tactical war map. Heroes & Generals will deliver this combined one-two punch in a thrilling multiplayer online battle across authentic WW II settings.
As H&G enters a vital playable testing phase, we encourage all gamers to enlist for an Alpha-key now at our www.heroesandgenerals.com community site.
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?
Reto.FleCK – well it combines two passions in life: 1) myself (fleck) and 2) FCK (Danish football team).
What is your position at Reto-Moto?
I’m Game- and Level-designer.
For how long have you been working here?
I’ve been working here for 3 years from the very beginning of the re-structering of Reto-Moto.
What games have you worked on?
As many of the other guys I’ve been working on Hitman – all the way back from Hitman 1.
Which tools do you use for making Heroes & Generals?
To make a new level I normally start sketching with pen and paper, then a more formal sketch in Adobe Illustror. Then I proceed with creating the terrain for the level in World Machine 2 Professional, and when I’m happy with the general layout I bring the height map into Softimage XSI where the rest of the level construction is being made.
What are your hobbies?
I love to spend my precious spare time working on my house (leveldesign in real life :-) ) and watch my favorite football team FC Copenhagen.
What’s the best thing about Heroes & Generals?
The idea of bringing the players closer to the development is great – and I like the short way from ideas to implementation (since we are self-publishing).
Also, I love that the outcome of each level you play actually is a part of a bigger picture instead of endless level rotations – that makes the killing more meaningful…. And I know for sure, that our Design Document contains a lot of new and interesting thoughts for the future.
For the past 24 hours we’ve had some problems with our mail-server not sending registration confirmation e-mails. So if you haven’t received your confirmation e-mail yet, don’t worry – you’ll have it shortly as soon as we fix the problem. You don’t need to register again!
EDIT: The mail-server is up and running again, and all who’ve registered should have received a confirmation e-mail by now. Otherwise, send a mail to [email protected] for support.