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Warfare 1944

Warfare 1944 the WW2 sequel to the original is in development and is scheduled to be released in late June. Here’s what to expect:

- New unit types
- 3 Flank Deployment System
- Strategic cover system
- New resource based unit production
- New mission types, such as Defence and Objective missions
- All new Campaigns and Skirmish Maps
- All new Upgrade trees

Rising out of the trenches and onto the battlefield of Normandy, Warfare 1944 sees the U.S Army take on the German Wermacht.

Gameplay has been overhauled giving a more strategic and in-depth experience than that of the first game. New unit types, support mechanics and the new cover system will dramatically change the way the Warfare series is played.

Here’s a few screenshots taken during the course of development at different stages:
warfarestreets warfare1944 warfarebeach

Cross-ups, meaty attacks and two in ones, oh my!

sfiv

I spent a lot of time in the arcades as a kid. There were these Sunday sessions where you’d pay a whopping $12 and got about 4 hours of free play on all the machines in the building. It was an institution for myself, my brother and friends. I toyed with the fancy light gun games of the time but I spent a large majority of my time on the most crowded machine. Street Fighter 2.

Fifteen or so years later and I’ve got Street Fighter IV to chew on. I went into it saying to myself “hey, you know SF, you’re not bad at it at all. Those hours in the arcades and the weekends of hiring Super Nintendos just to play it have given you a pretty damn good idea of what you’re doing”.  Turns out I was so so wrong.

After watching this video, I discovered there’s a whole other level to SF that I’ve missed completely. Apparently most of this stuff is somewhat applicable to SFIV as well. Cross ups, meaty attacks, two in ones, reversals; all in the list of this secretive underlying level of play that I was oblivious to. I understand now what defines a “good” player more so than I did before.

So diving back into SFIV, demoralised and downtrodden over my discovery of this new higher level of ability, I expected to get my rear end handed to me on many occassions and I did. Even though I play Ryu a lot and you spend 90% of your time holding the opponent at bay, but I can’t tell you how much time I’ve spent with my neck bent at an odd angle, spread eagle with a large Russian wrestler’s sweaty mits wrapped around my midsection.

Seems practice might be the only way I’m going to get there, but for the moment online play is just a wash for this aged warrior. Any tips?

Call of Duty zombies inspired by The Last Stand.

zombienazi

Very cool post by a developer who worked on Call of Duty: World at War about the development of the Zombie Nazi defence minigame that’s unlocked once you finish the campaign. As it turns out, The Last Stand was one of the primary influences!

“A few hours after talking to the producer about doing the extra content, I was talking to one of our designers about tower defense games and the proposal to make one. He mentioned a game called “The Last Stand“, which is a flash game where you play as a survivor fighting off zombies…. So, I played a few rounds and had a huge epiphany. “Zombie Nazis!” I thought to myself. You could do a lot of the same stuff here, but make it more interactive and more intense in the first person.”

Read the whole post here - Nazi Zombies, Ray Guns and Magic Chests

It’s cool that casual games are influencing the mainstream “hardcore” games as I’ve always felt that we’ve been piggy backing off their side of the industry. Thanks to Victory over at Newgrounds for the heads up.

No touching!

Photo from http://flickr.com/photos/chibong/2468961145/
Talking to a friend recently about my work he came out with somewhat of a revelation that hadn’t occurred to me before. Talking about Warfare 1917, he said to me:

“You know what I like about it? I can play it while I’m on the phone at work.”

Sure enough, you can. The gameplay doesn’t require the attentiveness of the average action game. His comment got me thinking, do people like playing games where they’re not required to give it their full attention ALL the time? The popular casual games of the last while seem to back the theory up, look at Desktop Tower Defense, Sonny, Age of War. Interact with them a little, then sit back and watch the result. I know with all of the aforementioned games I set off with the intention of only playing a while but the simplicity and lack of effort on my part keeps me playing for hours.

What  do you guys do while playing these types of games?

Are you a fan of these minimal interaction required type games? Why?

Games 101

Since releasing The Last Stand, I’ve had hundreds of requests from people asking for advice on how to create games. I figure it’s about time I gave something back, so here it is. I’ll be writing a series of these posts over the next weeks/months covering a fairly broad and basic approach to game design and construction.

To start off everything off at the ground floor, I figured I’d touch on modifying games, which is where I got started when I was a teenager.

Back before I knew how to program, design or use Flash, I spent most of my time modifying other peoples games. Taking good ideas and trying to make them better is something I’ve always done. As a youngin’ , I modified all sorts of games: board games, card games, pen and paper role playing games and yes, even video games. If anything, doing this taught me about the core elements of game design and the mechanics that make games work. In my opinion, understanding how games work is the most important step in game design. Once you understand it, you can learn how to replicate it, or make it better.

As an exercise, take a simple board game such as Snakes & Ladders and break it down into it’s rules or elements:


(Chutes and Ladders, Snakes and Ladders…same thing)

- Movement is random (based on the roll of the dice)
- Snakes push you back squares
- Ladders take you forward squares
- Players take moving in turns
- Win by getting to the top first

Pretty simple game design, there’s really not much more to it. But we could make it slightly more interesting if we modify the rules or add rules to it:

- Certain squares makes a player lose their turn
- Bonus squares take players forward
- Add “elevators” that take the player up one row

Easy, and it can be done with any game, regardless of how complex. Monopoly, Guess Who, Scrabble, heck I turned my Hero Quest and Space Crusade sets as a kid into a fully working Warhammer game of my own design. No need for programming or knowing how to draw, just an existing game, a few sheets of paper and a pencil. It’s a great place to start and find out if making games is really something you want to do.

Eventually I went on to modify games like Doom, Duke Nukem, Unreal and lately Company of Heroes, using these very same techniques and ideas. The point is, you’ve gotta start somewhere and these days diving head first into building games can be pretty daunting.

Until next time, take The Last Stand as an example of a modified game. When you break it down, it’s really just Space Invaders with some new graphics and few new rules…

Allow me to re-introduce myself

We’ve met before, I introduced myself as Chris from Con Artists Productions. Now it’s Con of Armor Games. It’s confusing I know, but just call me Con. It’s easier that way. Bottom line is, I’m that guy who made those zombie games.

So I’m to announce that I’m now a part of the Armor team and will be over here making games full time for one and all. That’s fantastic and exciting you say, well it is, but this is something that isn’t new to me, in fact I came from a very similar world and while The Last Stand was my first Flash game it was actually far from it. Long story short, been making games since I was a kid, school, university, leave university to work for big american games company, worked in advertising, learned Flash & Photoshop there, became a producer on Flash games there, left there to make games again.

For the long version of that story, I did an interview with a director friend of mine last week which I’ll share with you all once it’s been cut together.

In the meantime, I’m happy to be on board and look forward to producing more work for everyone. I’ve started on my new project and will show off some bits in the coming weeks.

- Con

Stand Laster

ArmorBlog readers, Chris of Con Artists Productions. Chris of Con Artists Productions, ArmorBlog readers. Introductions aside, lets get down to the business.

Almost a year after the release of the first game, I’m more than happy to announce that The Last Stand 2: Stand Laster has been in production for 5 months and is nearing being ready for release.

GlendaleLast Stand 2 - Whistlers GroveLast Stand 2 - Weapons

The game has a number of features that I really wanted to include in the first game but due to a lack of time and sufficient programming knowledge, I had to put them aside. Here’s a brief rundown of what to expect:

Features include:

  • New zombie types - They’re getting smarter
  • New dynamic difficulty setting - No more Mr.EasyGame
  • New search mechanic - You choose the buildings to search
  • New weapons - 5 new weapons, all different from one another
  • Explosives - Variety of things that go boom
  • Traps - Bear traps, Explodable gas cylinders & Landmines
  • Ability to give survivors most weapons you’ve found to use themselves!
  • Multiple and varied locations, travel across the state
  • New graphics/effects - Guns have been overhauled, blood particles etc

It will be out before GTA IV. If it’s not, we’re in trouble because I just don’t see the my game coming out on top in a bout against everyone’s desire to rampage through New York as an eastern European underworld figure.

The game will be released on Armor Games in the next few weeks, so keep your eye out.