Every now and again, for some reason I can’t explain, my little “flood fill” algorithm from tracing supply links out from the factories manages to miss a spot.
For a change, my lack of blog-posting is due to playing Battleground Europe excessively ;)
Man 1.31 really rocks. It’s kind of hard to explain the level of change. I mean, visually, when you go in, depending how long since you last played, you’re either going to say “HOLY S**T” or “yeah? it’s not alan wake is it?”. But the changes aren’t just cosmetic. So many little things that change the feel of the game in subtle ways…
11 years since John “killer” MacQueen and co formed Cornered Rats Software and began the WWII Online / Battleground Europe project and 9 years since the game’s launch also finally sees the release of version 1.31…
It’s one hell of a readme.
1.31 marks our departure from 33.6Kbps dialup support (56K users may just about get away with it if they avoid larger battles, but probably not for much longer).
You can download the client now – we’ll be rolling it out onto the servers shortly. Speaking of which, I think my ride is here…
I’ve been embattled with the Update System for the last several weeks. Whenever I manage to finally pick my way thru the spaghetti enough to be emboldened into making an actual change, I roll it onto the test cluster only to discover I missed some bolognaise.
What I really need to do is implement the grid system I’ve been talking about since 1.24. Or rather, implement one of the two I’ve written…
Several people have asked me why we chose to replace the capture system in 1.31: in an already overdue major release, it seems like we could have spent our time on better things.
I wanted to recap with the current terms people have suggested that work for me:
“Diversionary Action” (was Off-side Action)A formalized action away from Attack Objectives.“Company”A player grouping below brigades, with stylized names: Alpha Company, Bravo Company etc;“Call Up” (was Open)To register a company so that it is visible to players to join“Mobilize” (was Activate)“Mobilized” (was Active)To achieve pre-requisites that enable spawning and application of the Company.“Blockade” (was Neutralize)Non-capture goal of an Off-side Action which causes an effect such as displacement of brigades.“Engage”“Engaged”One or more players of an Active company has reached the objective and begun the “Blockade” counter.“Fully Engaged”A town with one or more Company from each side Engaged.“War Bond” (was Token)A virtual unit of currency with finite availability.
“Off-side Action”A formalized action away from Attack Objectives.“Company”A player grouping below brigades, with stylized names: Alpha Company, Bravo Company etc;“Open”To register a company so that it is visible to players to join“Activate”“Active”To achieve pre-requisites that enable spawning and application of the Company.“Neutralize”Non-capture goal of an Off-side Action which causes an effect such as displacement of brigades.“Engage”“Engaged”One or more players of an Active company has reached the objective and begun the “Neutralization” counter.“Fully Engaged”A town with one or more Company from each side Engaged.“Token”A virtual unit of currency with finite availability.
Question: terminology for the actions on a company in the “Squad Actions” concept…
Open = make it so people can join?
Activate = make it so that people can spawn and so that it can impart the “neutralizing” effect on the target city?
Better terms anyone?
Nice clean terms that don’t require you to ask “wait, which is it?” would help a lot, I think.
The 1.31 Open Beta has been steadily rocking along. Few little wobbles at the start there, and I’m not sure if Ramp has fixed the gargoyles yet (infantry “statues” that appear when a trooper dies out of your line of sight but inside your vis range; the trooper animation system surrenders the body to the ragdoll system, which promptly disowns it because he’s not in LOS; leaving a death-throws statue).
Started out rough: In short, the debug build of the servers I was building couldn’t handle 20 people simultaneously, the world-update loop was frantically dialing back its capacity and then treating everyone to the “wow, long time no hear” treatment.
I’ll explain the technical issues in a little more detail after the bump, but this post is primarily going to be about the gameplay feedback we’ve gotten…
Specifically, regarding the feel of the new capture system; picking up a discussion I fired up a little while back.