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Re: H&G Cherry-Picked Developer Videos
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Heroes & Generals Devstream #34: Live from Copenhagen
Jun 5, 2015
15:40 - Slow down/Speed up ribbon progression
27:18 - Disarming mines?
31:52 - Future side missions?
39:50 - Issue with spawning-in on capture point when vehicle nearby
44:40 - Decision to have semi-auto before bolt action
52:41 - Number of Assault Teams per faction
1:04:34 - Consistent Faction Colors
... Identifier Friend or Foe (IFF)
... Blue - Friendly
... Red - Enemy



Heroes & Generals Devstream #35: Live from Copenhagen
Jun 12, 2015
18:56 - Cool down period after campaign map battle successful defense?
23:48 - Separate anti-tank class?
30:44 - Pacific Theatre?
49:25 - Selector for mode of fire?



Heroes & Generals Devstream #36: Live from Copenhagen
Jun 19, 2015
6:35 - Changes to Factory map
9:44 - B-line
14:09 - First Aid and Ammo Crates
20:35 - A-line
28:50 - O2
31:15 - Ability to switch mode of fire added; push # button of inventory slot
36:28 - O1



Heroes & Generals Devstream #37: Live from Copenhagen
Jun 26, 2015
Mostly about scopes
25:50 - Watch out for that hole
36:17 - Wire frame view of terrain, soldier, and weapon
43:03 - Summer Party: Roasted pig



Heroes & Generals Devstream #38: Live from Copenhagen
Jul 3, 2015
0:05 - Introduction of Reto.Robotron3000, Community Manager
3:32 - Sturmgewehr 44 (StG 44)
10:06 - Machinegun crew served weapon
12:20 - Spawning in bots
41:20 - Bots across the map and their artificial intelligence
44:54 - Lots of bot planes
47:47 - Firing into the "SUN" like a boss
51:30 - Cake or pizza delivery?



Heroes & Generals Devstream #39: Live from Copenhagen
Jul 10, 2015
3:55 - Pay to win defined
8:05 - Free to play business model (Better for the consumer)
8:40 - Buying a box game (Advertising & Marketing)
19:01 - Subscription business model
22:18 - Assault Team activity
25:07 - Rainy weather?
26:33 - Smoke grenades
29:20 - Graphics: Combined Arms multiplayer vs singleplayer
37:30 - Appeal to new participants is important
44:05 - Armor Camo?
47:49 - Faction messaging system
... End of War
... Strategic center change of control
48:32 - Armor and aircraft maps?
53:00 - 'Reinforcements have arrived' message in action battle


Posted on: 2016/7/27 23:39
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Re: H&G Cherry-Picked Developer Videos
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Heroes & Generals Devstream #40: Live from Copenhagen
Jul 17, 2015
6:24 - Action battle comparison of StG-44 and M1/M2
11:06 - Factory map wins by faction as attackers
14:49 - How features are added to specific updates



Heroes & Generals Devstream #41: Live from Copenhagen
Aug 14, 2015
4:10 - Changes to Town map
18:59 - Bayonets on rifles
22:44 - The fog
26:59 - No camping on the toilet
36:29 - Spawn camping
41:14 - Faction loyalty
43:31 - Adjusting the Assault Team (AT) in-balance; more resources compared to ATs
46:30 - Possible future 'Reserve' (free ATs)
1:06:20 - Bipods in the works
1:09:27 - Accidentally blanked your sister
1:12:08 - Adding a clan tag?
1:19:48 - Use TeamSpeak rather than integrated VoIP
1:20:43 - Flamethrower?
1:26:44 - You called me a noob?



Heroes & Generals Devstream #42: Live from Copenhagen
Aug 21, 2015
4:15 - Going to salary for time played versus each battle; level the reward so long battle participants do not feel cheated
8:59 - 10% battle victory bonus
9:11 - Joining the end of a losing battle
9:44 - Turning the tide of battle
10:09 - Possible future booster for defending the last access point
12:19 - High credits for capturing control point
12:40 - No credits for killing enemy; only ribbon xp
13:13 - Get credits for neutralizing control point
16:14 - During WWII, the German tank commander would wear camouflage because he was the one who left the vehicle to survey the area
24:53 - How battles are determined; number of spawns per player
25:36 - By the numbers per player number of spawns:
... 10 infantry
... 5 paratrooper
... 18 x 5 = 90 paratroopers minimum; if all para
... 50% of faction should be infantry and paratroopers
... 4 tank crewman
... forces retreated if not enough resources are committed to the battle
... pathfinder assault team not enough to start a battle, but enough to slow down progress for a short duration
29:56 - Bouncing an AT out of a battle with a loss in morale (20%) and resources (25%)
32:53 - Seeking alternative solution to use pathfinder AT
35:31 - Attack vs Defense
... fun (fight) vs fun (fight)
... fun (unaffected) vs not fun (penalty & retreats)
... not fun (penalty & retreats) vs fun (unaffected)
... not fun (penalty & retreats) vs not fun (unaffected)
... For Skirmish: not fun vs not fun (random: Loser - penalty & retreats)
... fun vs fun (No participation: auto-resolve with no timer reset)
38:34 - Possibility of denying the ability to choose which battle to join via a the campaign map
57:50 - Complexity; Use leveling and achievements to breadcrumb players
1:03:14 - Can we have bots?

Posted on: 2016/8/2 21:09
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Re: H&G Cherry-Picked Developer Videos
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Heroes & Generals Devstream #43:Live from Copenhagen
Aug 28, 2015
Bug & accumulating credits discussion
31:31 - Recon bonus for spotting?
35:05 - Whining of Tank crewmen and Anti-Tank soldiers; balance is okay now.
36:36 - Rolling while in the crouch and prone positions
45:16 - The next faction?
45:56 - Reducing bunny hoping
48:10 - Shotguns?



Heroes & Generals Devstream #44:Live from Copenhagen
Sep 4, 2015
7:16 - Wea_ from concept to complete (PPD-40)
12:48 - Make high-resolution
18:28 - Game mesh
21:32 - Moving parts
22:53 - Unwrapping (x, y, z) (u&v coordinates)
27:48 - Bake high-res onto low-res
28:28 - Normal map texture
29:58 - Bake shadows into the texture
31:20 - Ambient occlusion
32:50 - Texture adding the layers
43:17 - Muzzle flash and sight alignment
44:34 - Reload animation (5 developers involved at this point; at least 6 more contribute later)



Heroes & Generals Devstream #45:Live from Copenhagen
Sep 11, 2015
0:45 - Awareness posters
... Fight for the objective. Not the kill count
... Attack, Push, Defend, Win
... Think before you throw
... Use concealment
... Armor and Infantry mutually support
... Spot tanks
... Assist aircraft by spotting
5:05 - Amphibious tanks?
7:23 - City map?
14:46 - Remote controlled mine?
26:45 - War production based upon actual sites controlled?
33:31 - VoIP?

Posted on: 2016/8/16 20:43
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Re: H&G Cherry-Picked Developer Videos
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Heroes & Generals Devstream #46: Live from Copenhagen
Sep 18, 2015
2:08 - Captured tank
25:17 - Kachaum (highlighted player [high k/sec])



Heroes & Generals Devstream #47: Live from Copenhagen
Sep 25, 2015
3:35 - Access Point spawning
... can not be damaged when invisible
... visible upon departure
... visible after first shot of weapon
... if you are visible, your character can't enter invisible vehicle if occupied by invisible player
... if your character is invisible, your can't enter visible vehicle [likely, but not discussed]
37:05 - Invisible character does not trigger mine
38:38 - Invisible vehicle does trigger mine, but no damage
40:05 - Can't emplace mine in enemy access point area
43:05 - Aircraft flight control changes?
43:26 - Unable to fire vehicle weapons in enemy access point area
47:26 - Mortars?
52:47 - Replay tool?
55:56 - Finnish Army?
56:24 - Lauri Allan Törni served in three armies
http://forum.heroesandgenerals.com/viewtopic.php?f=27&t=83372



Heroes & Generals Devstream #48: Live from Copenhagen
Oct 2, 2015
13:53 - Enter enemy access point area removes your character's weapon
15:21 - Special Cargo
15:46 - Slides out the back
17:45 - Bunch of Fat Chicks
17:58 - Attempt to enter invisible vehicle
22:16 - Humping Lions
32:12 - Leaderboard disabled



Heroes & Generals Devstream #49: Live from Copenhagen
Oct 9, 2015
10:30 - Encounter game mode (Infantry Only)
14:40 - Depot Map
22:28 - Tier 0 (approximately for six battles), 1, 2
23:32 - Encounter map trigger on Campaign map
32:28 - Expand player base; less complex entry
39:41 - Participate in prototype


Posted on: 2016/8/22 22:57
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Re: H&G Cherry-Picked Developer Videos
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Heroes & Generals Devstream #51: Live from Copenhagen
Oct 30, 2015
2:45 - Fire-up the Splixxen crystals
6:26 - Defense XP change from 60 to 10 explained
10:36 - Your XP Suggestions
11:56 - Change from Avira Anti-virus software
13:29 - "That's Not Mud"
22:21 - Campaign map adjustments
... Pressure release on German faction
... Increase connectivity between American and Soviet factions
23:50 - Consideration: Adjust Campaign map starting points for factions
28:15 - Desire to expand the Campaign map
... Need detailed vector maps
31:10 - Availability of vouchers to give away Gold to other players
32:25 - Splixxen strikes back
32:55 - Easier way to manage assault teams
38:18 - Adjust reverse speed on tanks
40:15 - Balance of complexity and fun (want depth)
44:04 - Armor only maps
50:39 - Shoot from moving jeeps



Heroes & Generals Devstream #52: Live from Copenhagen
Nov 6, 2015
31:11 - Stationary Machinegun emplacements?
37:25 - Adding vegetation to vehicles?
48:35 - Shotguns?
48:45 - Mortars? How implement?



Heroes & Generals Devstream #53: Live from Copenhagen
Nov 13, 2015
13:34 - Revision of tank vs anti-tank?
15:20 – Armor penetration angle
17:38 - Anti-tank weaponry too many grenades
19:59 - Make tanks way better
23:20 - Considering making players decide appropriate tank and the resource cost of the tank
28:06 - Squad auxiliary slot explained
32:28 - Recon vehicles tied to chauffer ribbon
35:00 - The game is infantry at its core
35:39 - Cook-off grenades?
38:00 - Ability to take out pilots with HE rounds
41:26 - Development Road Map?
41:55 - Official FAQ
46:08 - Replay war on campaign map (mentioned; not demonstrated)
49:24 - Clan prefixes
49:35 - Rigid location of Strategic Centers (capital) on Campaign map?
50:06 - Aircraft cockpit instruments?
51:20 - Aircraft control hardware support?
52:40 - Fix aircraft physics
53:25 - More Encounter maps?
55:00 – Game mode for aircraft?
56:53 - Resource Management system update
1:00:36 - When add North Africa?
1:12:30 - Armor interior affect from exterior impact?
1:20:06 - Firing from vehicles
1:20:57 - Crates become inactive when vehicle is stolen
1:23:58 - British faction?



Heroes & Generals Devstream #54: Live from Copenhagen
Nov 20, 2015
21:20 - Panzerfaust shots down fighter aircraft
25:10 - Custom vehicle logos?
40:43 - Campaign map war replay tool
https://www.heroesandgenerals.com/medi ... paignViewer/out/Main.html



Heroes & Generals Devstream #55: Live from Copenhagen
Nov 27, 2015
2:26 - Supreme Allied Commander Eisenhower photo-bombs Soviet General Zhukov's photo
Light Armor demonstrated
38:50 - Shot through the heart and you're to blame "Exposed"
48:03 - Repositioning of vehicle unlocks



Posted on: 2016/8/31 2:34
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Re: H&G Cherry-Picked Developer Videos
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Heroes & Generals Devstream #56: Live from Copenhagen
Dec 4, 2015
7:45 - Considering a new encounter map; potentially a good format for an Armor only map
9:45 - Intend to limit grenades
28:12 - Mobile Anti-Aircraft?
28:40 - Bayonet use on weapons?
41:10 – Down town Copenhagen Clock Tower area during WWII
42:44 - Clock Tower near Reto Company headquarters



Heroes & Generals Devstream #57: Live from Copenhagen
Dec 18, 2015
4:04 - Forum Topic Thread Frequently Asked Questions (Issues & Features)
6:43 - Bipods?
8:32 - Vehicle handling improvements?
10:24 - Establishing development priorities
14:44 - Teamplay; Always in a squad
21:39 - Too many grenades
24:08 - Waiting times
38:25 - Overpowered PTRD
39:26 - Integrated involuntary voice outbursts in faction language
42:24 - Snow and city maps?
44:29 - Armor only map; battle of attrition
45:25 - Trigger for armor only battle
49:14 - British faction
50:30 - Smoke dispensers on tanks & material for the defense
53:18 - Armor fighting considerations



Heroes & Generals Devstream #58: Live from Copenhagen
Jan 8, 2016
6:49 - Soviet Anti-aircraft truck (7.62 mm)
9:33 - Anti-aircraft truck associated with infantry characters
9:42 - APC (Armored Personnel carrier) renamed ISV (Infantry Support Vehicle) due to vehicle variety
10:09 - Possible future anti-aircraft unit
12:31 - American Anti-aircraft truck (12.7 mm)
16:17 - German Anti-aircraft truck (20 mm)
21:43 - Anti-aircraft not yet ready to be its own separate assault team
47:47 - "I think at that point we might consider doing a specialized assault team for the AA-guns."
48:06 - Aircraft defense on Campaign map



Heroes & Generals Devstream #59: Live from Copenhagen
Jan 15, 2016
6:50 - Change to hip shooting alignment compared with line-of-sight
11:48 - German OP glasses
18:54 - Change to cone of fire
26:18 - Hip shooting compared with Aim using sights
28:44 - Mentioned a few maps that are not in the game yet
32:02 - Want players to be able to hide in the forest
43:47 - Want close-in vegetation to be visible at long-range

Posted on: 2016/9/2 0:21
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Re: H&G Cherry-Picked Developer Videos
#17
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Devstream #60:
Jan 22, 2016
18:41 - Coping with toxic feedback
21:00 - City maps?
26:51 - Aviation update?
29:49 - Training aircraft
35:17 - Dedicated medic character?
36:37 - Destructable environment?
38:59 - Ammo pool vs ammo magazines?
47:16 - Coastal map?
... In H&G Forum – Reto, take a look - Coastal Town map
https://heroesandgenerals.com/forums/topic/1178404/page/7/
51:21 - Anti-aircraft tanks
52:28 - Bipods?
53:26 – “Fix your shit”
57:46 - Air drop crates



Devstream #61:
Feb 5, 2016
1:45 - Recommendations for Devstream Content
7:15 - John Basilone U.S. Medal of Honor Pacific Theatre
8:00 - Ludwig Bauer German who escaped buring tanks nine times (selected)
9:00 - Bielski brothers fought as partisans in Poland/Belarus
9:55 - Pierre Billotte French destroyed 13 German tanks while his tank was hit 140 times
11:55 - Richard Bong U.S. Medal of Honor Pacific Theatre
13:00 - Andrey Borovykh Hero of the Soviet Union twice
15:14 - Total Kills by weapon system since the Adams Update (20 JAN to 5 FEB 2016)
[5 million with SVT-40, 3.9 million with M1 Garand, 3.7 million with Gewehr 43]
24:27 - TS Channels for each faction
U.S. - 159.69.202.159
German - 62.210.169.174
Soviet - ts.soviets.red
51:32 - Leaderboards?
54:20 - Squad Leaders coordinate with each other
54:56 - Emphasize working together
55:11 - Binoculars used to issue commands



Devstream #62
Feb 12, 2016
3:47 - Seeking Soviet advisors
11:37 - 7 Million players
20:25 - Armor map?
30:48 - Buttstroke and pistol whip ability?
57:48 - Average Range for kills by weapon



Devstream #63
Feb 19, 2016
12:54 - Adding vehicle wrecks?
19:59 - Possible Equipment Depot for soldiers to transfer equipment
21:15 - Possible mechanic character
28:34 - Panther tank (Ribbon level 10 unlock)
War production: Total of 6,557 Panther tanks. (1,849 in 1943; 4,003 in 1944; 705 in 1945)
32:02 - 75mm Leg Shot
38:58 - Neck Saver
41:30 - Technique to turn the turret faster

Length of battle by Map (one month of data)
48:10 - Depot - 10.5 minutes
49:53 - Hill - 16.3 min
50:46 - Forest - 16.8 min
51:37 - Village - 16.8 min

52:17 - Town - 30.3 min
53:40 - Mountain Town - 33.5 min
54:08 - Factory - 27.9 min
55:53 - Airfield - 30.2 min
56:25 - Forward Airfield - 35.3 min

58:37 - Assault Team battle report?
1:11:30 - Can only own one vehicle
1:14:16 - Ability to attach extra crate to vehicle?
1:15:54 - Directx 12 support
1:25:20 - Low-end covered truck spawn
1:25:58 - Discussion on fuel consumption
1:26:57 - Concern over folks only using armor which is best in each category
1:40:29 - Oculus Rift support
1:43:43 - Face plant?

Posted on: 2016/9/21 21:46
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Re: H&G Cherry-Picked Developer Videos
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Devstream #64
Feb 26, 2016
0:36 - Reto.Circinus (Amendeon; U.S. faction) - Compiles feedback and manages forum moderators
18:06 - New rifle reload feature
36:33 - Special RPG shot across the map
38:10 - Replay of amazing Rocket Propelled Grenade (RPG) shot



Devstream #65
Mar 4, 2016
16:42 - Aircraft free-cam (Shift button) - Look around the aircraft while flying
58:19 - Virtual Reality support?
1:09:14 - More aircraft?
1:29:15 - Are battleships being added?
1:35:08 - Artillery discussion
1:41:56 - Continuous movement of mobile spawn



Devstream #66
Mar 11, 2016
13:32 - Working on in-game character head customization options
18:30 - Different camo patterns
32:28 - Other game modes? Recon captures document
51:32 - Leaderboards?
52:54 - Amphibious vehicles
54:58 - Character resources in a specific battle used to select who plays in the battle
58:32 - Pounded at the base of a tree (Just when you thought you got away)

 

Devstream #67
Mar 18, 2016
14:26 - Overall progression tree
15:31 - Panther tank from idea to in-game action battle
18:23 - Collect images of vehicle
19:34 - Scale in-game
21:04 - Identifiable item signatures
25:05 - Germans used infrared devices during WWII
35:44 - Tripods?
43:14 - Style alignment of webpages

 
 
Devstream #68
Apr 1, 2016 (April Fool's Day)
28:43 - The function of the H&G game Producer
31:49 - Production plan for the Panther tank
40:53 - Translation into different customer languages (localize)
42:30 - In-game low-res Panther chassis model
44:00 - Collision system explained
47:33 - Frame used for the collision model
48:32 - Thickness of the armor
... Front-high 80mm, front-low 60mm
... Side-high 50mm, Side-low 40mm, top deck 16mm
50:15 - Next iteration of collision effects
... separate hit and effect

 
 
Devstream #69
Apr 15, 2016
7:42 - Five developers eliminated by player with pistol
9:16 - "Didn't get me"
21:58 - Expanding capture zones
23:27 - Addressing the lighting/shadows
28:25 - Lighting variations video
... Morning, Day, Overcast, Day Fog, Evening, Night, Night Fog
... Future: Seasons, Rain, Snow
34:23 - Softymarsh (spelling unclear) editor software and the Retox game engine
35:32 - 3D Studio Max has limitations
36:56 - Rendering mode
37:30 - Normal mapping
38:20 - In-game shader (texture maps)
40:08 - Rendered in Photoshop
40:19 - Reflective light (vector)
41:56 - Seam-file
42:19 - in-game texture map; low-res model
43:55 - Diffuse map (colors of the texture)
44:34 - Camouflage texture
45:44 - Specular mask
47:24 - Camo on the tank
48:22 - "I want it now"
50:20 - Lead Animator
51:03 - Animation process for a tank
51:44 - Wire frame
52:11 - Start with the Driver seat
52:53 - Select the human skeleton
53:05 - Skin Dude
56:49 - Sit pose
57:32 - Enter vehicle
1:00:03 - Barrel animation
1:00:56 - Driver animations (7 to 9)

Posted on: 2016/12/10 20:29
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Re: H&G Cherry-Picked Developer Videos
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Devstream #70
Apr 29, 2016
2:15 - Have to play the game in order to register for the forum
Remainder intentionally left blank



Devstream #71
May 13, 2016
5:00 - Squad feature: Inviting friends
7:56 - Auxillery slots
10:41 - Customize squad name
10:49 - Squad Leader
12:12 - Accumulating squad points
13:02 - Machinegun position (not yet implimented)
15:28 - Matchmaker: easier to find a battle for a small squad
16:16 - Veteran bonus

18:10 - Change from 'joining' to 'leaving' a squad
18:37 - Game better fighting with others
19:32 - Keep the squad together between battles
20:57 - Squad War Battle Requirements for participation
21:20 - No map choice for war battles
21:41 - Matchmaker decisions explained (delay waiting times)
27:40 - Team Vodka

27:49 - Order system
29:10 - Squad Leader can see commands of other squads
30:28 - Close hatch by pressing command
31:18 - Squad members only on gunner position; Ability to control access
33:35 - Extra experience points for obeying orders
34:11 - Experience points outside capture zone assisting
34:40 - Shared points for squad members
35:04 - Teaching others how to play
35:50 - Spawn cool down period after team member killed at control point
36:16 - "The other guys"
36:27 - "I just went full ret_ard"
37:11 - The old 'F5' menu returned
38:11 - Resources available for the current battle

38:36 - Identify squad leader (two chevrons)
38:40 - Switching characters while squad leader
39:27 - Squad leader cadet (one chevron). In squad leader position, but can not issue orders.
43:32 - Press tab to switch between squad and team chat
44:29 - Team chat (Blue) and Squad chat (Green)
50:22 - Joining your assault team battle on the campaign map
53:01 - Generals closer to each other and communicate where to attack
54:07 - "More power to the Matchmaker"



Devstream #72
May 27, 2016
8:05 - Skill based matchmaking system
15:03 - Squad leader selection
15:33 - Transferring Squad Leader to another player
16:30 - Role of the Squad Leader
19:55 - Ability to adjust auxillery slots
21:18 - 'Ready' button/function
31:23 - Linking squads for clans to join the same battle on the Campaign map
32:40 - General's list of preferred squads to use his Assault Teams (ATs)
34:29 - Fight against friends?
36:39 - Progression tree for new players; learning the process
39:02 - Group Assault Teams (ATs)?
40:14 - Toggle gunner seat squad or team ('4' key)
48:53 - Ping-limit with matchmaker?
54:26 - Future slots to determine role in squad
56:54 - Squad leader uses auxillery slot
58:13 - Constructive feedback requested



Devstream #73
Jun 10, 2016
5:05 - Toggle gunner seat squad or team with '4' key
6:39 - 10% squad bonus which is separate from Veteran bonus
9:12 - Ping and server location (250 max ping)
12:13 - Desire to reduce waiting
15:30 - Increase number of players in a battle? (current 32 per battle; possible 3-4 additional per team)
17:03 - Join a friend in an on-going battle
22:31 - Pure infantry vs pure tanks
25:14 - 'Looking for Squad' for Random friends to communicate desire to squad-up
27:00 - Matchmaker explained for war battle (majority determines server selected to host battle)
36:23 - Squad Leaders coordinating with each other (Hold down the 'Q' button to view the orders of other squads.
37:28 - Send external requests for reinforcements
37:43 - Need integrated VoIP
37:50 - Need better order system
38:02 - "Punch the right guy in the face"
39:42 - Joining at the end of a battle



Devstream #74
Jun 24, 2016
1:44 - Graphic Renderer updates discussed Direct x11 (5-15% improvement) x12 (10-15% improvement). Rolled back x12 for further testing.
8:14 - You can change auxillery while in the queue for a battle even with just yourself in the squad.
10:10 - Time at the beginning of joining a battle to change auxillery slots
11:48 - Ability to change the battle-line access points
12:16 - Ability to rejoin the battle if disconnected (4 minutes)
12:59 - Squad Leader determined based on the rank of the soldier queued for battle
15:21 - Orbit-cam (shift key) to issue orders while in vehicle
35:51 - Wrench melee damage reduced from 60% to 35%
39:35 - Reto Broadcasting Society (Share knowledge, projects, and challenges)



Devstream #75
Jul 8, 2016
3:00 - Weapon handling near objects
6:00 - Can shoot through the canvas of cargo trucks
46:48 - Vote for your top three favorite Reto developers
53:11 - Individual stories of bravery
56:28 - Video contest



Devstream #76
Aug 5, 2016
4:08 - Five new vehicles; M-10 Tank Destroyer
8:34 - Shoot from vehicles
10:15 - M4A3E2 Jumbo Sherman Tank
15:37 - SU-76M Tank Destroyer
19:24 - T-28 Model 1934 Tank (5 internal gunner positions)
27:06 - Hard copy of Rules and Guide
28:02 - Motivational pamphlet
30:21 - KV-85 Tank
38:27 - Tiger & King Tiger camouflage
43:14 - Campaign map updates
- ~600 additional battlefields
- Fewer choke points
- Select multiple assault teams by using 'shift' key
- Timer to see battle duration
- Can copy and paste city name



Devstream #77
Aug 19, 2016
7:31 - Faction selection as new player
11:40 - Orientation of main character screen interface
13:37- Player account experience leveling based on overall score
- Opens access to game modes, soldier classes, rewards
35:52 - Moving toward only creating new characters for different types of soldiers.  New player will not be able to switch their primary character to a different type of soldier. At some point, old players may not be able to swith their old characters to a different soldier type.



Devstream #78
Sep 9, 2016
1:04 - New Forum transition
3:36 - Review Map changes (Spawn away, expanded capture zone, optimized terrain with more saturated color)
6:41 - Capture zone guidelines

13:28 - Town map (30 minutes to seize objective points)
14:22 - A-line A1 access point
18:32 - Activation of spawn zones
- Once the control point transitions to neutral, spawns can be made in the spawn zone just past the neutral control point.
20:47 - A2
21:52 - A4
22:00 - A3
23:53 - E4
25:03 - E3
25:13 - E2

28:22 - Factory map (battle lines extended and line of sight broken)
29:09 - B-line B3
30:39 - B2
30:55 - B1
32:22 - A2
34:34 - A1
37:32 - Airfield map (more cover)
40:46 - A2
41:40 - O3
44:15 - River crossings

47:29 - Forward Airfield
48:06 - B-line
50:04 - O1 Bridge
51:46 - River crossings
52:45 - C2
53:20 - C1
53:48 - C3
55:58 - O3 Church
55:38 - X1 Removed

58:50 - Mountain Town map (town added and river narrower)
59:10 - A-line
59:28 - A2
59:45 - X1 Removed
1:00:34 - O2
1:04:58 - B-line
1:05:24 - "In memory of X1, add a dead horse."
1:06:24 - B1
1:08:27 - D-line
1:09:43 - E-line

1:15:37 - Water resistence, slows vehicle
1:16:45 - Vehicle sinking effect in water
1:18:35 - Sov_ T-38 Amphibious tank floats in water
1:19:54 - German amphibious jeep (5 passengers)
1:22:18 - American amphibious jeep
1:24:30 - Sov_ amphibious jeep
1:29:45 - No supply crates for amphibious jeeps



Devstream #79 - *Launch*
Sep 23, 2016
3:31 - Changing to transition to 'Full Release' on Steam
4:29 - Funny story from 11 JUL 2014
7:48 - How RedBjarne starting in video gaming development
10:18 - Tomb Raider: Led character used to be a man
10:54 - Hitman
11:11 - Boxed vs. Console vs. Online; scripted versus open world
11:57 - Feedback loop from customers to the developers
13:29 - Genesis of H&G (Heroes and Generals)
14:07 - Investors said, "What?"
15:24 - Online open world medieval knights, mafia, etc
15:39 - World War II theme won
17:00 - The challenges of creating
18:01 - Moving closer to expectations

19:48 - H&G historical development
20:36 - Closed Beta May 2012
22:17 - Open Beta March 2013
22:44 - Steam Access July 2014
25:00 - Added new Soviet faction February 2015

27:08 - Sub-factions with piece-meal content delivery
28:29 - Steady growth of community
28:56 - Humor
30:10 - "I gotta go easy on that sarcasm stuff"
30:34 - Rewarding process to get it right
40:23 - Demonstration of the H&G game four years ago (Town map)
46:15 - Land and taxi to anti-aircraft position to rearm aircraft
49:10 - Continued development with desire to include battleships
50:07 - Game modes for the different soldier types

58:44 - Over one and half billion kills
1:00:32 - Over 6,000 years of gameplay
1:01:30 - Over 18 million soldiers in the combined armed forces
- 17,800,000 infantry (95% of total)
- 506,000 Tankers (54% other than infantry [of the 5%])
- 184,000 Pilots (19% other than infantry [of the 5%])
- 147,000 Recons (17% other than infantry [of the 5%])
- 95,000 Paras (10% other than infantry [of the 5%])
- 9,000 Generals (1% other than infantry [of the 5%])
1:02:46 - More tanks destroyed in one week of H&G than the number of tanks produced during all of WWII
1:03:30 - 130 headshots per minute
1:05:14 - Over 9 million battles

1:09:19 - One of the H&G trailer creators - Reto.Colding
1:10:06 - Launch trailer six themes
- Fight to Win
- Combined Arms Warfare
- Join a Squad
- Large Inventory of vehicles and weapons
- Grand War
- Experience comraderie
1:14:02 - Five weeks to build and gain approval of the 'Launch Trailer' with 70 shots included

Posted on: 2016/12/11 3:47
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Re: H&G Cherry-Picked Developer Videos
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Devstream #80
Oct 7, 2016
Discussion of spawning on maps
39:20 - Mountain town heatmap



Devstream #81
Oct 24, 2016
Discussion of spawning on maps
7:10 - Moving away from using an internet browser for the game. Using a stand alone client.
48:20 - Want to encourage teamplay
48:55 - Kill assist experience points (XP) added
50:00 - Spectate while in deployment queue
51:24 - Driver assist XP added
53:04 - Toggle change for vehicle gunner position with default open to team instead of squad (#4 key to toggle)
53:44 - Tank protection +25% points when within 25 meters



Devstream #82
Nov 8, 2016
17:23 - Text Chat function (squad, team, faction, global, and support channels)
18:00 - Language setting for text chat channel
19:57 - Improvements in using the prone position (better turn & aim)
21:56 - Change in the soldier roll off of moving vehicle
29:32 - VoIP?
30:48 - New maps? (Russian & Tank maps next)
35:21 - Tanks more dangerous
40:49 - DirectX 12 discussion
41:47 - Current #1 priority?
45:00 - Expanding the number of players in a battle?
47:07 - Changing weather for existing maps?
49:10 - "Just played Battlefield"
49:28 - Anti-tank overpowered.  Updated penetration system for armor.
52:38 - Similar to vital organs with different effects based on which area is hit
58:20 - Armor big, dangerous beasts
1:00:43 - Upgrade the campaign map game
1:01:12 - Update the transport system
1:01:56 - Land, Air, and Sea movement
1:02:32 - A hint of naval forces in the future?
1:03:25 - Anti-aircraft guns in the strategy game
1:03:44 - Anti-aircraft resources and as a separate type soldier
1:04:33 - Ability to configure assault teams and be able to downgrade



Devstream #83
Nov 18, 2016
2:16 - Toxicity
3:06 - Desire feedback on how to improve behavior
5:35 - Getting to know fellow online gamers better
9:12 - H&G Bicycle Bell
12:31 - Testing new renderer and optimizing to integrate DirectX 12; disabled DirectX 12 support initially

-- TEAMPLAY --
19:48 - Integrated VoIP
20:31 - Coordinate spawns and actions. Manage resources.
20:59 - Do not have VoIP yet
21:21 - VoIP makes teamplay a lot easier
: - Communication:  Need to be able to say it out loud
Ability to describe the enemy threat
23:32 - Felt good to have random player say, "Thank You"
23:42 - Support team mates and dependence on others
24:35 - Determine task organization (duty position/function/role)
25:13 - Create and switch to another character to conduct anti-tank operations
25:28 - Spotting high value targets
25:55 - Designated roles similar to being in a clan
27:18 - Transport team mates to the front lines; fight together
27:26 - Massing combat power to engage enemy.  Attain more advantageous conditions.
31:19 - Clan designates an area of operation with a designated objective
32:00 - Attack to advance the progress on the campaign map

33:23 - Steam rolling the opposition
34:43 - Going against other clans on the campaign map
35:48 - Long duration very close battles can be really fun
36:17 - Communication discipline
37:13 - One squad defends while two squads attack
38:39 - Light geared soldier spawns quicker with APC and goes to the second objective in the battle line. Motorcycle goes to the first objective.
39:22 - Not promoting kitted out solider to general
40:36 - Opening of a new battle line while the match is underway; dynamic depth
41:17 - Reference to Battlefield 1


Devstream #84
Dec 2, 2016
1:38 - New Forum (version 3 for 2016)
6:40 - New class of reconnaissance planes (Tier 1)
7:07 - German recon plane
8:01 - Hold 'E' key to spawn as support gunner in aircraft
8:08 - Use time waiting to spawn into aircraft to occupy support gunner position
8:32 - Hold 'E' key to despawn without penalty
9:05 - Screams of joy
9:49 - Plane physics will feel different
10:04 - Fighters (Tier 2) much faster; almost twice as fast
10:39 - 60% speed optimal for maneuver
11:39 - Change in throttle control; 'W' key increase speed and 'S' decrease
12:00 - Overview of controls
13:20 - 'Ctrl' to lock in speed and use keys to fly (Alternative steering mode)
13:52 - 'Shift' free-look mode
14:15 - 'Alt' to level the plane
15:00 - New pilots start with Tier 1 recon plane
15:32 - Pilots only for support gunner seat
16:36 - Mouse scroll wheel to change to first person view and back to third person view
17:49 - Still land and take-off in short distance
18:43 - German recon plane Henschel HS-126 B-1 (two seater)
23:22 - Dogfighting
25:41 - American recon plane Curtiss O-52 Owl (two seater)
30:32 - Soviet recon plane Polikarpov RZ (two seater)
36:20 - Different resource pool for the two types of planes
42:41 - Open prototype server to test new renderer on 5 DEC 2016

Posted on: 2016/12/11 13:49
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