Posts Tagged ‘Indie Game’

First patch upcoming and a new gameplay video in the meanwhile.

Thanks to our first players for joining!

It’s a real pleasure to see you fight for the domination of the very first planet of Win That War! and to read your comments. They are already helping us improve the game.

Everything is not perfect yet, we know that, but the team is working on fixing the issues that has been reporting to us and the first patch will be out this Friday. This should fix the major problematic crashes, among other things.

If you haven’t joined the Galmactic Conquest yet, today is the last day to enjoy the -25% discount. Quick, grab your copy.

In the meanwhile, you can watch our new online campaign gameplay video, with the new GUI this time!

Win That War! Early Access opens today!

Hello everyone.

 

Win That War! Early Access will be released today, 7th April at 5 P.M UTC
Visit the Steam page here: http://steamcommunity.com/app/599040

The whole team has been impatiently waiting for this moment. Ever since we laid the first bricks of our engine, three years ago, the team has grown, the gamedesign and visual aspect of the game have been entirely reworked, and the MMO campaign, the core of Win That War!, has come to life.

Today, all of this will become a reality. We’re all looking forward to you playing Win That War!

To help you get the hang of the game, we created two documents, which are hosted online on Steam, but seem a bit hard to find.

To make things easier for you, here are:

We are waiting for all of you. And may the best strategists win!

Win That War title

The conquest system in the MMO campaign

The MMO campaign in Win That War! consists in acquiring new planets on behalf of your mega-corporation. How does it work?

A planet is divided into several hundreds of territories, all randomly generated. Each of these territories can host up to 9 players – 3 from each mega-corporation – simultaneously.

GUI-ONLINE3

At the start of the game, the planet is entirely virgin, since it has just been discovered. The domination is made territory after territory.

The conquest of a territory is based on the score of the established mega-corporations. This score is calculated, among other things, according to the value of the buildings in the bases of its players. To claim a territory, a mega-corporation must achieve a minimum score. Thanks to a system of relay antennas, which limits the expansion of a player’s bases, it is very difficult to acquire a territory alone, so cooperation between players is highly recommended.

GUI-ONLINE3sans-epingle

When a territory is dominated by a mega-corporation, it takes its color in the planetary view. But it is still “contestable”.

When a territory dominated by a mega-corporation is entirely surrounded by other territories dominated by the same mega-corporation, it becomes a “locked” territory, and only the players belonging to that mega-corporation can access it. To collect resources, for example.

GUI-ONLINE3A

Finally, newly discovered planets will be exploitable for a limited time only. At the end of the allocated time, the Galactic Board, the highest body in Win That War!, will announce the victory of the mega-corporation owning the most territories on the planet.

Dynamical sound-design: the Artillery

For Win That War! we chose to work with the Wwise audio engine, which offers a greater autonomy to the sound designer.

Freed from technical constraints thanks to a tool such as Wwise, which brings a real flexibility of use and very intuitive tools for sound integration, all that remains is to be creative: recover the events of the game to play the sounds of the objects, of the atmosphere, the feedback, the music… and work the sound in its entirety to create a cohesion between all these sounds.

For this first article about Sound Design, we chose to talk about one unit in particular: the Artillery.
This is the 2nd part of the article about the Artillery animation, you can read it here.

artillery win that war

The Artillery is a vehicle which, in the game, plays several animations. To achieve the sound of the vehicle and stick to its animations, we divided it into five parts:

  1. Movement
  2. Artillery landing
  3. Cannon deployment
  4. Artillery shooting
  5. Artillery “take off”

 

Movement :

 

An engine sound is played when the vehicle is moving, two events allow the sound to start and stop.

These events are common to all of the vehicles of the game, they are linked to a switch in which the sounds of vehicles are located.

  • StartEngine
  • StopEngine

Wwise events

startenginemarque

The “StartEngine” event plays the “EngineSounds” switch. The “EngineSounds” Switch contains all the sounds of all the vehicles. These sounds are named exactly the same both in the switch and in the code of the game, playing the sound corresponding to the right vehicle.

stopenginemarque

The “StopEngine” event mutes the sound of the vehicle played in the “EngineSounds” switch. The selected line (dark gray) corresponds to the action performed by Wwise on the selected object.

Wwise sequence

artilleryloop-sequencewwisemarque

The “EngineSounds” switch on the main tab (and not the event tab) contains the vehicle movement sounds. By selecting the sequence of the Artillery, we enter the settings window.

 

Artillery landing:

At the very moment the vehicle sets into position on the ground, a sequence of sounds is played, triggered by a “code” event, which plays the sounds in Wwise.

This sequence consists in several sounds which are played one after the other, or overlap one another.

  • ArtilleryLand
  • ArtlleryLandRotation
  • ArtilleryDeploymentTurret

Wwise event

artillerylandmarque

The « ArtilleryLand » event plays the Artillery landing sequence.

Wwise sequence

artilleryland-sequencewwisemarque

This “Container sequence” contains the different sounds constituting the landing action of the vehicle. The playlist, at the bottom right, allows you to decide in which order the sounds of the sequence are played

 

 

Cannon deployment: 

 

Following the landing of the Artillery, the cannon deploys. This sequence is launched by an event:

  • AtilleryDeploymentCanon

Wwise event

artillerydeploymentmarque

The “ArtilleryDeployement” event plays the sound of the cannon deployment. When the order of deployment of the gun is launched, an order to stop the landing sequence “ArtlleryLand” is sent from the same event, at the same time.

Wwise sequence

artillerydeployment-sequencewwisemarque

 

 

Artillery shooting:

 

Then, the time has come to fire…

 

Always driven by an event, a sequence mixes the shooting sound with a “metallic” recoil sound, and another for ammo reloading.

  • ArtilleryShoot
  • ArtilleryShootCanon
  • ArtilleryRecharge

Wwise event

artilleryshootmarque

Wwise sequence

artilleryshoot-sequencewwisemarque

 

Artillery “Take Off”:

 

Once the target has been destroyed, or by order of the player, the vehicle must be moved. A sound is played when it leaves its state of siege.

  • ArtilleryTakeOff

Wwise event

artillerytakeoffmarque

Wwise sequence

artillerytakeoff-sequencewwisemarque

 

Each sound is created ahead, with an “audio sequencer” software, in which an animation video of the vehicle enables to tune the sounds to the image and to proceed to the editing of the recorded or collected sounds, as well as the processing. This creates a harmonious and credible mix (eq, filters, pitch, compression, reverb…)

Everythin is made as one piece, then cut to create several sounds. Then, these sounds are exported to Wwise and played in sequences as explained above.

In game, the different parts that make the final sound of the Artillery are played accordingly to the actions of the unit.

And this is how it looks and sounds in game, when you are playing:

 

Win That War! is on Steam Greenlight.

The Greenlight is now officially launched, and is only waiting for your votes!

We’re counting on you, not only to show your interest by offering us some green thumbs, but also to spread  the word of the Greenlight on your Steam community. Having Win That War! available on Steam is up to you now.

Actual ballistics in RTS gameplay and why they matter.

Following the « What you see is what you get » principle, Win That War! Relies on accurate physical simulation, rather than precalculated damage and approximations.

Thus, for example:

  • Damage is applied at the moment of a projectile’s impact (not at launch time)
  • Accidental friendly fire is possible
  • Any object that comes between a unit and its target may intercept a projectile.

All units and weapons have their own characteristics. Here are a few gameplay situations that may occur, as a consequence of realistic ballistics.

Ground attacks

Bombers and artilleries have in common the ability to aim at a position on the ground instead of a unit. They aren’t much good at hitting a fast-moving target. Especially effective against buildings, they can also perform barrage shots to deny access to a zone or prevent enemy passage through a bottleneck.

artillery

bomber

Since projectiles take time to reach their target, it may occur that the damage gets dealt after the attacking unit has been destroyed, possibly resulting in mutual kills.

Seeking projectiles

Seeker missiles are able to circumvent obstacles in order to reach a hidden target. This characteristics, in addition to splash damage, makes them very effective in mountains, where they can ambush their targets and deny passage through tight canyons.

missile launcher

On the other hand, seeking projectiles have their limits. Very fast units such as buggies can easily dodge them by moving in unpredictable patterns.

buggy

Lasers

Laser shots are almost instantaneous. This is why a Sentinel unit and its fast-tracking laser turret will easily decimate an army of flimsy buggies.

sentinel

Lasers can be obstructed by terrain obstacles. This is why, given the order to attack, the AI will try to place its laser-wielding units individually to give them an optimal shooting angle without being blocked by friendly units.

It is possible to give a group of units the order to position themselves for an attack on a specific position using the « Aim » command (ctrl+right click).

→ This update, and more on our Kickstarter page.

3 mega-corporations: pick your side!

MEGA_corpo_logos

When taking part in the online campaign in Win That War! you will have a choice to join one of three mega-corporations that confront each other in a perpetual economical and tactical conflict.
You will choose your side according to your own affinity towards a faction’s style, ideals, or preferred strategies. Each faction has a specific upgrade tree, and a story of its own.

ATLAS CORP

illu-cartel-ATLAS

By choosing to run with Atlas, you choose the firepower and expertise in offensive tactics that have proven their worth over many generations. Atlas made the pledge to bring security to all, in a world where, they claim, dissuasive armament is the one way to maintain an ideal state of orderly peace.
Having a background doing business in the paramilitary weapons market, Atlas Corp. naturally has unlimited access to the latest technologies in all things combat-ready. No one would risk an attack on an Atlas base without a carefully elaborated plan, lest they be silenced instantly.

 

N.A.S.C.A

illu-cartel-NASCOM

NASCA’s researchers and engineers are widely known in 43 major solar systems for being part of the highest-operating humanist activists in these parts of the galaxy. By joining NASCA’s ranks, you take a pledge to dedicate your life’s work to creating better worlds for the future generations. Specialized in infrastructural engineering and environment reforming, they claim to strive for the emergence of a “sane and pure version of our world, one that would not include or comprehend conflicts and criminality”.
Note that if the use of military pressure and economical subjugation proves necessary on the way to making the universe prosperous and worry-free, they are resolved to do it out of devotion, so that the people do not have to.

 

JONN GALT CONSORTIUM

illu-cartel-JONN-GALT

As long as men can remember, the Jonn Galt Consortium has always been around. People would probably fail to be surprised if told that Jonn Galt had preceded the universe. Joining the ranks of the consortium means to become a pioneer, and, as the brochure says, to secure a life of prosperity for your own, that would not be thinkable by working for any other private institution.
The rugged workers and experienced industry men that run the JGC have inherited an empire of federated corporations, that excels in the production of lucrative raw materials, thriving thanks to their near-monopoly in ownership of the most fruitful mining facilities, and their exclusive patents on the most advanced extraction hardware.

 

This article (and much more info) is also available on our Kickstarter page.

Stand Up! #1

As we were spring cleaning the blog, we’ve decided to bring a few changes and to create new article categories so that we could write more often about various topics related to WinThatWar! and Insane Unity.

This article is kind of a crash test.

As you may know, we’re working using the SCRUM method, which consists in dividing the tasks into “sprints” that we chose to last two weeks to help us we can redefine the priorities as we go along.

Actually, if you’re a SCRUM’s enlightened, you know that it mostly consists in a gigantic white board covered with dozens of sticky notes and a “stand-up meeting” every morning to let everybody in the team know which task is completed or in progress. In our case, every two weeks, we take stock and build a new release of WinThatWar! so we can all test the new features.

From now on, we will be able to write this kind of articles and update you in (almost) real time.

Dev

We know that it’s really frustrating to have to suddenly leave a game for any reason. So we figured we could create the save/load system and it is now perfectly functional, but on solo mode only.

We’re currently setting up the planetary view. Well, for now, it’s still a prototype. A few days ago it was just a spherical skeleton drawn by some neon green laser on Doom’s computer, who may explain how he did it in an article further ahead. By then, we should reveal quite a few enhancements right after the next “sprint”.

vue planétaire

Gameplay

A brand new building will soon appear in the game: the relay antenna. What is this thing? Well, as the name suggests, it will be used to relay the “network” on a given zone. Without this wonderful invention, you’ll be able to build factories, but you won’t be able to switch it on which could be an issue, right? I only can suggest to do your best to protect your antennas.

Arts

As you know (or you will know by reading this article), we’ll be present at the London EGX Rezzed on 7-8-9 April. We already have published the poster and here is the flyer! Hope you’ll like it as much as we do.

flyer winthatwar

Regarding the artistic production for the game itself, no less than a dozen units and buildings have been designed the last couple months (left to right: buggy, tank, diplomat).

conceptsweb

By the way, we’re working on the buggy’s 3D model and you’ll soon be able to create herds of them. They go just so fast!

buggyweb

Sound design isn’t outdone neither. We found a band, that’s now working with us on WinThatWar! original soundtrack, and we’re really excited about it. Plus, most of the sound effects have been reworked and the ambience sounds have been enriched, especially the “Space Ship” theme which, if you wear headphones, gives you more and more the feeling that you actually are in a cock-pit, guiding your robots armies.

To finish this article, remember that if you’re in London the next couple of days, we’ll be present at the EGX Rezzed where you could play a short demo or ask anything you want about the game to Etham and Perik! See you there (in the “Indie Room” area).

egx-map

London, here we come!

For the very first time, WinThatWar! travels!

The EGX Rezzed, will take place in London on April 7, 8 & 9, and we’ll be there! If ever you plan on spending a weekend in London, this is the time. You could come by and say hello!

In the meantime, here is a sneak peek at the poster we made for the event.

WinthatWar-Poster-resize2

I love splines!

 

A curve

In Mathematics, a Spline is a numeric Function that is Piecewise-defined by Polynomial function, and which possesses a high degree of smoothness at the places where the polynomial pieces connect (which are known as knots)“. Thank you dear Wikipedia, I couldn’t have said it better myself.

“But, what link can there possibly be between Splines and Polygons?” you may ask yourself. And that’s a legitimate question, since I usually write about polygons and cake (made from polygons too).

Well, you have to know you can actually create 3D models by using these famous splines. That’s right!

A basic spline

As you may know, I mainly use 3DS Max to model my vehicles, buildings, etc. 3DS  taught me to use the word “spline” to define a 3D Bezier curve when it comes to design.

Actually, It’s a commonly used technique in automotive design. Seeing as I mostly model vehicles, it makes perfect sense for me to be working with curves.

However, I apologize in advance, because somehow, I have the feeling this post will feel like a tutorial.

The 3DS Max “Lathe” tool works just like an actual shaping tool and allows to easily sculpt an object  with a very smooth shape.
So, as an example, I’ve made a pretty bowl for you:

The process to use Lathe modifier.

I’ve got another little trick for you : You also can do what is called a “Sweep”. This is actually a  standard shape that you’ll select and with which you’ll “sweep” the previously drawn curve.  The shape is then multiplied to create the desired object.
Here is another example for you, and be prepared, I went a bit crazy and I’m now modeling…a mug!

The process to use Sweep modifier.

Anyway, now that you see how it works, let’s get serious and I’ll show you how you can apply it to your 3D modeling.

Once, in my student days, I was looking for a tool to model by using Splines, and I finally found a tool called SURFACE. At the beginning, Surface was a third party plugin, then Kinetix eventually bought the licence and included the tool in 3DS Max 3.0. I don’t know who this third-party is, but I owe him a big “thanks”.

Digging through my archives, I found the following model. That’s what it looked like the first time I tried to use this tool, based on three pieces of circles intersecting with each other.

The use of a Surface modifier

How did the software turn this into that? I don’t have a clue. Voodoo magic?
Well, and so… how do you put this technique into practice? Among other things, you can  use these tricks to model a vehicle. An airplane, for example.

Use of spline in modeling

It can also be used for specific organic creations.
Like for this wonderful purple…marshmallow.
I could probably have made something sexier, but you get the idea.

Chantilly

In short, I love modeling using Splines . The tool “Surface modifier ” is probably my favorite, it’s part of the workflow for all my vehicles .

I also think it’s a good starting point to model an object with a lot of rounded surfaces .

However , be aware that Splines, alone, are difficult to comprehend in 3D for our poor humanoid eyes that can’t decide whether a form is curved or hollow. So we will have to get used to the tool and rotate around your model, regularly move the camera angle to visualize the form , and then use the Surface modifier.

If you’re not using this technique already, I can only recommend you try it asap!

Cheers

Philemon

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