- MEDIA ˇ
- GAME ˇ
- DEVELOPMENT ˇ
Indian Summer? The calendar says late September, but the sky is blue, the sun is shining and we released a new videolog. Please note the impressive flying in the beginning; we saw the video fightingfalconf16 posted online and went in; ID’ed the session and grabbed the replay from the server. If you see awesome things like this in the game, please make a note of when it happened (and your timezone), the name of the battle, and the names of the players involved. Then you might be featured in our next video or we might make a compilation video of awesome heroics :-)
We have published another batch of answers from the Q&A thread and I am still sneaking up on devs and finding answers for your questions.
The other main things happening here at HQ, is the continued tracking of how the servers run and putting out hotfixes as well as locking down the feature set for the next build. We will then spend the next while making sure the new features work and play well together with the existing features and of course eliminate all bugs we find on the way.
That is all from me, have a great week everybody! :-)
Ladies & Gentlemen! The second set of answers to this month’s Developer Q&A session is here! Reto.Vashu has been gathering questions in a forum thread and then we have answered to the best of our abilities.
We are hard at work with new levels with shiny new tools! In today’s post I’ll tell you all about how we work, why it takes time to make a level and what we’ve been doing to remedy this.
You have to consider that for every new, unique environment we want to put in the game, there is a lot of man hours and coordination involved. The environments have been created first, that is, the textures and geological rules for how the terrain features should be generated. A new one of these is a big decision as it takes time to make and affects everything that will go in it. We stick with it for potentially many maps. Then level design and level building is done using one of the environments, and any special models can be planned alongside this. A new environment can also be planned and created alongside a level design. When planning new models, we aim for re-usability, not only to have the option to place it in other levels, but also in case anything should happen to that special level they were made for. If we decided to cut a hypothetical Paris-level, it would be a shame to have a beautiful hypothetical Eiffel-tower just sitting on our hard drives! These are just some of the considerations we need to take into account when we want new map content in the game.
What does the Reto office look like? – People
Ever so often people ask “What does the Reto office look like?”
(Splixxen! You just made that up! /Ed.)
We sometimes move around to make communication easier, for the people who needs to work together.
At the moment, one of the rooms is called “The Action Room”, where we have all the guys working on stuff for the action game; Level design, Vehicle design, Action game code, Animations, Stats, QA, etc.
So here’s a small glimpse into the world of Reto’s (messy?) workstations ;-)
We are now ready to launch the new and improved Skirmish map, with a new game mode: Domination.
The first new Skirmish Map is situated in a heavily sloped forest, where the terrain itself plays a vital part of the map. The central capture area is placed by an intersecting main road, and the area holds barns and sheds and works as a logging camp, before the wood ends up as fine cabinets in Ikea.