Greenlit! Generated Maps! Programers!
Breaking News: We’ve been greenlit!
Wo-hoo! Thank you, Community! :-D
Your wish is our command: Generated maps
Many of you have asked us, if there are going to be generated maps in Battle Worlds: Kronos. Originally we didn’t plan that. But then we thought: If that’s important for many of you, we could take a look at that issue.
Others asked, what the maximum possible map size in Battle Worlds: Kronos is. We didn’t know. So we thought: Let’s try it! And how about combining both tests? Why not make a huge, generated map?
Well, here you go:
- 200.000 hex-fields for 200.000 Dollars
- 5.800 units for 5.800 backers
- Here a bigger picture of the map
To be clear: The maps in the game won’t be as big. We only tested the stability of our system, made screenshots and stitched them together. So we didn’t put any effort in making the map pretty or fun to play. Moving all units of one team on this map would take approximately 4 hours (when calculated with 5 seconds per unit) and that’s a little too long for a comfortable match. ;-)
Meet the team! Today: The programmers
Who makes things like the giant generated map possible? It’s our programmers Philipp (left) and Thomas (right)!
Hi, I'm Thomas, Technical Director at KING Art.
My history with KING Art dates back to 2006. Back then Philipp and I were working part-time for the small local game studio. And despite working long hours for little money the project was worth all the effort. A turn-based strategy game called Battle Worlds: Kronos. Together we wrote the engine from scratch, with no middleware and no professional programming experience, but ideas and motivation in abundance. And the results were quite promising. Sadly, our first dream project wasn't lucky enough to get funded by a publisher and so we turned to other projects.
Now 6 years later I'm still just as eager to finish what we've started so long ago. But with the experience of developing and releasing many successful games I feel we're a lot better equipped this time. For me the heart of the game is the turn-based combat mechanic and the hex map the battles are fought on. I love hexagons! Even before my formal education in programming I dabbled with strategy games and hex grids. There's even a technical article somewhere on gamedev.net that I've written back then... my graduation thesis was on hex grids too. And one of the challenges of BW:K that I appreciate the most is to render a hex-based, procedurally generated map in a way that it looks vivid and natural as if handcrafted by artists, but with the underlying grid still clearly visible, so that the presentation never clashes with the clarity and elegance of the turn-based combat mechanic.
Another challenge I look forward to is writing the A.I. What many players like about turn-based games is that they can take all the time they need to make the best strategical and tactical decisions they can. It took till 1996 for a dedicated supercomputer to beat the world chess champion and compared to our project chess is a very simple game. What gives the A.I an edge over human players in real-time strategy games is, that in a frantic battle it has an advantage at 'microing', but still professional Starcraft II players will always beat an AI even on the hardest (non-cheating) difficulty setting. It’s going to be one of the biggest challenges in my career to provide you guys with worthy and most importantly 'fun' artificial opponents. But I like challenges… :-)
Hi, my name is Philipp Kolhoff and I'm Lead Programmer at KING Art.
Battle Worlds was one of my first projects at KING Art when we started. Since that time I'm very excited about the concept and always dreamed of finally releasing it to the public. It's so great to see that Battle Worlds will finally come to live, especially with the support of thousands of people that will actually play our game. The close contact with our "customers" is something we sometimes miss in other projects. It motivates me to really do my best to deliver an awesome product to gamers that hopefully like it as much as I do.
When not whipping my team, I work on laying out the base architecture for our map editor and the game itself. Our milestone to get a playable alpha is still on track and I'm curious to see how all of you will react when you move your first Bandit into range, deploy your artillery or zerg down a Cerberus with a gang of infantrybots. The more visual assets we receive, the more thrilled I get.
In my spare time, games are still my favorite. Besides playing computer games, I like board games a lot and try to play as often as possible. And because I also try to develop some board games on my own (and even have released a small one already ;-) ) I was very happy to be asked to help in the creation of the Battle Worlds card game. We’ll release more info about that within the next couple of days. It's going to be awesome, so be sure to add one to your rewards!
Thanks for reading and I hope we get in contact again soon.