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.
The focus in Heroes & Generals, as of now, is on the European theater of WWII. With the two factions battling for the other’s capital, the way to success is capturing land. And land in Heroes & Generals means cities. And lots of them.
You see, we really want to reward cooperating and strategic thinking players, and the way to do so, is to make sure that tactical players have an advantage. In the action game, owning more access points means an advantage for the attackers, since it’s harder to defend a city when attackers are coming in from multiple sides, and in the upcoming new battle system and resolver, the amount of access points owned by either faction has a say in the defending and attacking stacks’ combined force.
Some of the most common questions people ask when they try out our applications for iOS and Android are: “So, how do I move my Assault Teams around?” and “I can’t join a war!?!”. Both of these points are entirely valid, and we are working on getting that functionality into the respective applications. Before I start the actual implementation, however, we do need to think long and hard about the best way of enabling the users to perform the actions they want — that is, design the user interface we want to implement.
In this post I will focus on some of the issues that arise when you want to fit a fairly complex interaction patterns into touch devices with limited screen real-estate. Since the act of choosing a war can be supported with a simple scrollable list, it is the movement of Assault Teams that really needs our attention.
Our backend provider is upgrading a switch in Amsterdam (or maybe a bridge in Arnhem :-P )!
22JAN13 – 0500-0800 CET
Click the date above to get the time in your local timezone.
We are not sure how much this will affect the game, but we thought we should warn you.
As you might have noticed in the previous Intelligence Bulletins Reto.Mato has been hard at work expanding our character pipeline and building new parachutes. Here is a bit more information on how this process works. Enjoy! – Reto.Robotron3000
When creating the uniforms for the characters, we start out using a cloth simulation program to create the base uniforms cloth pieces draped over a body model. This creates realistic looking folds and wrinkles on the uniforms. We decided to make a parachute bag with it’s intricate straps and the open parachute canopy itself in this cloth simulation program. We wanted to see if we could benefit from the simulated forces from the pulling of straps, ropes and the effects of wind and gravity. The simulation for the bag and the straps is made on top of the German paratrooper uniform for a perfect match.
As some of you already noticed, we got some new servers up in Australia and Japan, with two more in Texas and Brazil on the way.
We do our best to keep an eye on where servers are needed and put servers there. If you feel that we missed a spot, please let us know in the forum.
As part of our effort to pull back the curtains and show what happens behind the scenes I have asked Reto.Injection to explain a bit about what he is currently working on. And as you might have noticed in the last few Intelligence Bulletins, he is working on a new and much improved resource system.
The resource system handles resources – resources? I hear you ask! Yes! Resources. Resources are everything the game loads into the engine; characters, weapons, textures, vehicles, materials and so on. – Reto.Robotron3000
‘Tiny’ is the name of the sheep.
No, but seriously. It is not often that the backend tyrannosaur feels tiny, insignificant and overwhelmed by the scale of things. Usually it’s the rest of the world bowing before the unstoppable, world shaking, hamburger powered, sex machine might of the tyrannosaur.
But it does happen.