In the upcoming Xylander update that we are currently testing, Reto.Desji and Reto.RedBjarne are including a round of tweaks and updates to the Town map and the Factory map. In a previous devstream we managed to corner BOTH of them and made them show these changes.
So take a look here
Continue reading for a bit more detail on the changes.
While we are still hard at work getting the Walker update ready for you all, it is time to lift the curtain and reveal some of the awesome new features this update brings! The update is called ‘Walker’ after the American Major General Fred L. Walker.
A map that has been around for quite a while is the Factory map, and this time reto.Desji managed to find time in between his other very secret work to give it a makeover, addressing a lot of the major and minor annoyances on the map, as well as adding a solid handful of new tweaks to improve the level.
Keep reading for more details!
As promised in the last post I will now go through the 5 attack lines on the map and try to illustrate some of the upcoming changes in more detail. Enjoy!
The area between A2 and A3 has gotten a hill sneaking across the road, while the road leading towards A3 is more sunken into the terrain, secluded with shrubbery and bushes.
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.
First of all, what is your gamertag in Heroes & Generals, and what’s the story?
Reto.Ratamahat. As a teenager I was a big fan of Sepultura and especially the song Ratamahatta. At the time my IRC client wouldn’t allow nicks with more than 9 characters, so I shortened the inspirational name. I have no idea what ratamahatta actually means. It might be happen to be a swear word in some language (!). Or gibberish. I like gibberish.
What is your position at Reto-Moto?
I’m a level designer. I work with the action team, where I design and sketch levels, then build them using our tools.
For how long have you been working here?
I started in November 2012.
What games have you worked on?
Before I started at Reto-Moto, I worked on the game “FORCED”, which is being developed by BetaDwarf Entertainment.
Which tools do you use for making Heroes & Generals?
World Machine 2, XSI SoftImage, Gadwin PrintScreen, Google Drawing, pen and paper.
What are your hobbies?
Aside from gaming, in my spare time I play the guitar and dream about time travel.
What’s the best thing about Heroes & Generals?
I really like the whole idea that the game has a campaign that is persistent. It keeps on going even when you’re not there, and like a real war, it isn’t settled in just an evening’s rotation of rote death-matches. I also think players can grow tight bonds and respect for each other on the strategic map as well as in combat, and any game that promotes teamwork is a good game. The concept of sending reinforcements, potentially having a fight last for hours, is fun and also feels very real.
What’s the best thing about working at Reto-Moto?
Every day I learn something new and get to face and solve new challenges. Working with professionals who don’t seem to flinch when met with any task.
What are you working on right now?
I’m working on my first Skirmish map and a script for easier updating our roads in SoftImage when there has been made changes to them in World Machine.
What are your favorite games of all time?
Sharing the first prize, we have Zelda: A Link to the Past, Final Fantasy VII, and Metroid Prime. I also have fond (?) memories from Resident Evil and Silent Hill!
What is your favorite movies?
The Shawshank Redemption, Fargo, Hero, House of Flying Daggers, Twelve Monkeys, and Primer.
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.