In the coming update named Adams (after the American hero Lucian Adams) we have improved the terrain graphics and added a handful of tweaks to the town map.
We have updated and improved the way terrain is generated and drawn on screen, and the Town map is the first to receive the update. You can see that grass and bushes now look a lot better and the terrain has a more fluid and less jagged feel. In addition the grass-land and fields are a bit more hilly, which helps infantry move by providing a bit more cover.
Here you can see how nice these improvements look, and how nice the uniforms now blend in to the terrain better. This is the capture point E2 –
This brand-new update brings a much requested new feature – a brand new map ! The update is named Utz (after General Willibald Utz) and here’s a quick overview of the new features we’ve added for you to enjoy!
There is of course much more happening in the build, so continue reading for more details…
In the next update to the game named Utz (after General Willibald Utz) we are introducing a new Assault Map codenamed “Forward Airfield”.
This new map represents one of the forward airfields that were built all over Europe before and during the war. Here we have a small village situated on a hill overlooking a river where a piece of nearby farmland has been laid out as an impromptu airstrip. The map is an assault map with 3 main objectives: The Airfield, The village Church and the bridge controlling access to the village. Click the objective names to see more details on each area!
IS it friday? YES it is. And that means we’ll do a livestream on our Twitch channel this afternoon (click here to see when this takes place in your timezone).
This time we have received a bunch of questions in the forum and we have gone through and sorted and poked people in the office for answers.
We also have a couple of guest stars lined up; Reto.Desji (not Matt Damon) will talk a bit about a new skirmish map that is in production and we might even get to see the elusive Reto.Splixxen live on cam!
And lastly, if you missed last weeks episode, take a look here:
This weeks episode will of course also be made available on our Youtube channel when it is done.
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 ;-)