We have been digging into the statistics and data for the skirmish missions as we felt we could make them even more fun with a few minor tweaks to the timings.
One of the core mechanics for Heroes & Generals is the way action and campaign games intermingle to introduce causality – actions of one game effect the outcome in the other. A major part of that is how the strategy game detects conflicts and assigns resources for the action game – we call this the “Battle System”.
Many of you may think that analyzing data and running statistics is dreadfully boring, and you may be right – but for a self-proclaimed geek like myself, I actually enjoy playing around with data – especially if it poses a challenge and on top of that shows some nice or surprising patterns.
My latest “assignment” was quite interesting, as I was investigating mission wins during each played out war. Not only was I looking at faction wins for each mission, I also looked into wins for the different battle types and wins depending on which faction was the defending party.
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.