Devblog #57 - Meet the Dev 03
We're asking for you help! We've created a survey for you, the Isonzo players. We want to make sure that were putting our development focus in the right areas, and to keep our fingers on the pulse of the WW1 Game Series community. Answering these questions will help us make a better game and will also help us bring in new players and communicate better with our fans. Click here to be redirected to the survey. Thank you so much in advance! Now for the man of the hour, meet one of our progammers!
Hello! Could you introduce yourself Hi! Im Tijmen, a programmer on the WW1 Game Series. Unlike many of my colleagues, I didn't purposefully enter the game industry, it was a rather gradual transition from making websites and backends to becoming a fulltime game developer. Ive been doing this for about 15 years, and I joined the WW1 Game Series team in 2016. What is your role in BlackMill Games and for the games? At BlackMill Games we luckily have a very flat structure, everyone is invited to contribute in their own way. For me that fluctuated over the years Ive been here, but currently I'm the generalist programmer, focussing on performance and graphics. Where did your passion come from? Although the creative aspect of making games is appealing, what I enjoy most is collaborating with so many talented people to make an idea into reality. It's really exciting when that character movement youve programmed gets hooked up to a 3d model made by an artist, walks through the world thanks to the animators, and syncs up perfectly with the footstep sounds from the audio designer. No individual could do all those things, making a game like ours really reliant on so many expertises. This was really apparent during the weeks and days before Isonzos release. The whole team and product came together and delivered one of our best games so far. What was the first thing you made in Isonzo? For the series in general, the first big thing I worked on was the Horrors of War update for Verdun! That certainly feels like 100 years ago. For Isonzo in particular it's quite difficult to say, we didn't have a clear point where we went from working on one game to the other. Especially considering how much we still work on our older titles, the lines get a bit blurry. From the archives i can see ive added the italian main menu on Tuesday 6th of August 2019, and added a goofy placeholder image as a game icon. What is a memorable moment in the development of Isonzo? Spawning has been a large part of my work, seeing all that come together is great. It's a system that has evolved with the series, and our ever increasing scope. For Verdun our mappers manually placed each and every possible spawn point, but with Tannenbergs increased map size this became unfeasible. We created an algorithm that would evaluate the safest spots on the map, think trenches and dugouts, and automatically place points there. Isonzos maps are even larger, so we continued with this automatic system. However the Dolomiti map especially made it quite obvious that this game is very different. A crater in the flat Poland map was a great spawnpoint, but a similar crater in the Italian Alps might just have a cliff right after, allowing the enemies to shoot and potentially spawn kill you. We tried many different ways of improving our algorithm, including searching vertically as well.
However this never really got the right results, our playtests still were plagued with poor spawn locations. The solution came from one of our mappers, who casually suggested they would really like to paint how safe a particular area is. The idea would be to augment the algorithm with human input. A week later, our safety-painting-tool was born:
Our AI programmer instantly jumped on this opportunity, and made the bots also follow these safety suggestions. This is why they will prefer to walk in a trench, rather than in an open area. With this added data we can generate all spawnpoints, remove the ones near enemies and other dangers, and then pick the best one.
A system like this is really tough to develop, working on this alone in my basement trying to estimate how players would behave is very difficult. The playtests we do really help, but it's not until the game is out with a lot of players that you can really fine tune a system like this. No game gets it absolutely perfect, but I feel like were in a pretty good spot with spawning at the moment. Can you show off some of your work process and tell us what youre doing? Ive just wrapped up a bunch of work to improve our sector drawing tools. We need a way to know and shade in what area of the map you are, and when you are in a capzone. The artist draws these areas in engine, however those tools were quite dated.
Next up, I'm addressing how we bundle assets in our game. Currently, even for a minor patch, there is a small download, but Steam takes a long time to patch the relevant files. This is because all our maps are currently in the same file. If we split those up patching will be much faster. Which other game dev/studio inspires you? We certainly learn a lot from other studios, resources like GDC, Siggraph etc. are invaluable to us. If I had to pick a certain studio, Id say Guerilla Games does tremendous work with their Horizon series, despite being in Amsterdam ;) Favourite game atm? I don't have that much time to play games right now, but whenever I have a moment to spare I enjoy a game of Hearthstone Battlegrounds. Anything else you wanna share? Yeah Id like to thank the community for so many great interactions! We have a dedicated channel to highlight fanmail and cool community projects, and that never fails to put a smile on my face.
The Steam Summer Sale might've ended, but we've still have a sale going on! Besides Isonzo being available with 50% off, you can now get some DLC packs discounted as well. Get that dripsonzo. https://store.steampowered.com/app/1815511/Isonzo__Alpine_Units_Pack/ https://store.steampowered.com/app/2214671/Isonzo__Expedition_Units_Pack/ Ooh and before we forget, be sure to keep an eye out for a future announcement
[ 2023-07-21 12:42:08 CET ] [ Original post ]
Hello soldiers! Before we get into meeting a new developer, we have a small request.
Isonzo Survey
We're asking for you help! We've created a survey for you, the Isonzo players. We want to make sure that were putting our development focus in the right areas, and to keep our fingers on the pulse of the WW1 Game Series community. Answering these questions will help us make a better game and will also help us bring in new players and communicate better with our fans. Click here to be redirected to the survey. Thank you so much in advance! Now for the man of the hour, meet one of our progammers!
Meet the Dev
Hello! Could you introduce yourself Hi! Im Tijmen, a programmer on the WW1 Game Series. Unlike many of my colleagues, I didn't purposefully enter the game industry, it was a rather gradual transition from making websites and backends to becoming a fulltime game developer. Ive been doing this for about 15 years, and I joined the WW1 Game Series team in 2016. What is your role in BlackMill Games and for the games? At BlackMill Games we luckily have a very flat structure, everyone is invited to contribute in their own way. For me that fluctuated over the years Ive been here, but currently I'm the generalist programmer, focussing on performance and graphics. Where did your passion come from? Although the creative aspect of making games is appealing, what I enjoy most is collaborating with so many talented people to make an idea into reality. It's really exciting when that character movement youve programmed gets hooked up to a 3d model made by an artist, walks through the world thanks to the animators, and syncs up perfectly with the footstep sounds from the audio designer. No individual could do all those things, making a game like ours really reliant on so many expertises. This was really apparent during the weeks and days before Isonzos release. The whole team and product came together and delivered one of our best games so far. What was the first thing you made in Isonzo? For the series in general, the first big thing I worked on was the Horrors of War update for Verdun! That certainly feels like 100 years ago. For Isonzo in particular it's quite difficult to say, we didn't have a clear point where we went from working on one game to the other. Especially considering how much we still work on our older titles, the lines get a bit blurry. From the archives i can see ive added the italian main menu on Tuesday 6th of August 2019, and added a goofy placeholder image as a game icon. What is a memorable moment in the development of Isonzo? Spawning has been a large part of my work, seeing all that come together is great. It's a system that has evolved with the series, and our ever increasing scope. For Verdun our mappers manually placed each and every possible spawn point, but with Tannenbergs increased map size this became unfeasible. We created an algorithm that would evaluate the safest spots on the map, think trenches and dugouts, and automatically place points there. Isonzos maps are even larger, so we continued with this automatic system. However the Dolomiti map especially made it quite obvious that this game is very different. A crater in the flat Poland map was a great spawnpoint, but a similar crater in the Italian Alps might just have a cliff right after, allowing the enemies to shoot and potentially spawn kill you. We tried many different ways of improving our algorithm, including searching vertically as well.
However this never really got the right results, our playtests still were plagued with poor spawn locations. The solution came from one of our mappers, who casually suggested they would really like to paint how safe a particular area is. The idea would be to augment the algorithm with human input. A week later, our safety-painting-tool was born:
Our AI programmer instantly jumped on this opportunity, and made the bots also follow these safety suggestions. This is why they will prefer to walk in a trench, rather than in an open area. With this added data we can generate all spawnpoints, remove the ones near enemies and other dangers, and then pick the best one.
A system like this is really tough to develop, working on this alone in my basement trying to estimate how players would behave is very difficult. The playtests we do really help, but it's not until the game is out with a lot of players that you can really fine tune a system like this. No game gets it absolutely perfect, but I feel like were in a pretty good spot with spawning at the moment. Can you show off some of your work process and tell us what youre doing? Ive just wrapped up a bunch of work to improve our sector drawing tools. We need a way to know and shade in what area of the map you are, and when you are in a capzone. The artist draws these areas in engine, however those tools were quite dated.
Next up, I'm addressing how we bundle assets in our game. Currently, even for a minor patch, there is a small download, but Steam takes a long time to patch the relevant files. This is because all our maps are currently in the same file. If we split those up patching will be much faster. Which other game dev/studio inspires you? We certainly learn a lot from other studios, resources like GDC, Siggraph etc. are invaluable to us. If I had to pick a certain studio, Id say Guerilla Games does tremendous work with their Horizon series, despite being in Amsterdam ;) Favourite game atm? I don't have that much time to play games right now, but whenever I have a moment to spare I enjoy a game of Hearthstone Battlegrounds. Anything else you wanna share? Yeah Id like to thank the community for so many great interactions! We have a dedicated channel to highlight fanmail and cool community projects, and that never fails to put a smile on my face.
Still Sale-ing
The Steam Summer Sale might've ended, but we've still have a sale going on! Besides Isonzo being available with 50% off, you can now get some DLC packs discounted as well. Get that dripsonzo. https://store.steampowered.com/app/1815511/Isonzo__Alpine_Units_Pack/ https://store.steampowered.com/app/2214671/Isonzo__Expedition_Units_Pack/ Ooh and before we forget, be sure to keep an eye out for a future announcement
Until next time soldiers!
Isonzo
M2H
M2H
2022-09-13
Indie Strategy Simulation MMO Singleplayer Multiplayer
Game News Posts 161
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(10705 reviews)
https://www.ww1gameseries.com/isonzo/
https://store.steampowered.com/app/1556790 
K Station Windows Content [17.84 G]
World War One expands to the mountains of the Italian Front - beautiful but deadly in equal measure. Inspired by the two year struggle for control of the Isonzo river valley and the Alps during World War One, Isonzo elevates the WW1 Games Series, figuratively and literally.
From the makers of Verdun and Tannenberg …
The new Offensive game mode puts you right in the middle of key historical offensives on the Italian Front. Lead the charge across stunning Italian landscapes as you choose your path to victory - cut paths through barbed wire, flank your enemies by following mountain trails, or man a mortar to blast a way through. Shape a dynamic battlefield by laying sandbags and wire, placing ammo crates, deploying trench periscopes or sniper shields, and more.
Take part in historical offensives from the Sixth Battle of the Isonzo to the Strafexpedition. Reflecting the course of the actual battles, as the attackers advance the fighting will shift through vastly different landscapes within a single offensive: from hillside fortresses to mountain trenches and fierce urban combat on city streets. Everything is recreated based on research and field trips, from sound effects and uniforms down to the houses, vineyards and trenches you’ll be fighting over.
Call in support with a unique historically accurate flare system: flare guns can mark targets for artillery or biplane flybys, or different colored flares can be used to guide your team. Once the big guns have softened up the enemy, finish the job at close quarters with an Arditi dagger or mountaineer’s pickaxe. Man heavy machine guns, mortars and even mountain guns for more direct fire support.
Choose from six classes based on historical combat roles and build your loadout from a selection of weapons, equipment and perks linked to that class, giving flexibility and variety while staying grounded in what real soldiers might have carried. You’ll be operating wire cutters, bandaging yourself and wounded teammates, and blowing the whistle to start an assault. One shot can kill and even lighter injuries can lead to quickly bleeding out.
Being an effective soldier in Isonzo is not just about being a good marksman. Mastering the terrain is also key - the mountain can be a friend or foe. Learn how to navigate well to maintain cover and surprise your enemies or support your allies.
Finally… watch out for the dreaded poison gas. You’ve never experienced WW1 action quite like this!
Isonzo key features include:
More Games in the Authentic WW1 Game Series
Immerse yourself in more WW1 action with our other standalone titles Tannenberg and Verdun. Experience trench warfare on the Western Front in Verdun, or maneuver for control of key sectors in Tannenberg on the Eastern Front. These authentic WW1 shooters let players choose from a range of squads from across the war, as they fight for control of the ever-changing frontlines.
From the makers of Verdun and Tannenberg …
The new Offensive game mode puts you right in the middle of key historical offensives on the Italian Front. Lead the charge across stunning Italian landscapes as you choose your path to victory - cut paths through barbed wire, flank your enemies by following mountain trails, or man a mortar to blast a way through. Shape a dynamic battlefield by laying sandbags and wire, placing ammo crates, deploying trench periscopes or sniper shields, and more.
Take part in historical offensives from the Sixth Battle of the Isonzo to the Strafexpedition. Reflecting the course of the actual battles, as the attackers advance the fighting will shift through vastly different landscapes within a single offensive: from hillside fortresses to mountain trenches and fierce urban combat on city streets. Everything is recreated based on research and field trips, from sound effects and uniforms down to the houses, vineyards and trenches you’ll be fighting over.
Call in support with a unique historically accurate flare system: flare guns can mark targets for artillery or biplane flybys, or different colored flares can be used to guide your team. Once the big guns have softened up the enemy, finish the job at close quarters with an Arditi dagger or mountaineer’s pickaxe. Man heavy machine guns, mortars and even mountain guns for more direct fire support.
Choose from six classes based on historical combat roles and build your loadout from a selection of weapons, equipment and perks linked to that class, giving flexibility and variety while staying grounded in what real soldiers might have carried. You’ll be operating wire cutters, bandaging yourself and wounded teammates, and blowing the whistle to start an assault. One shot can kill and even lighter injuries can lead to quickly bleeding out.
Being an effective soldier in Isonzo is not just about being a good marksman. Mastering the terrain is also key - the mountain can be a friend or foe. Learn how to navigate well to maintain cover and surprise your enemies or support your allies.
Finally… watch out for the dreaded poison gas. You’ve never experienced WW1 action quite like this!
Isonzo key features include:
- Mountain warfare: Assaulting mountain fortifications, battling through ruined towns, and fording rivers are just a few of the challenges you’ll face as you fight your way through numerous enemy positions
- Tactical multiplayer FPS: Choose your role and loadout carefully to survive this high altitude combat - play a sniper to pick off the enemy engineers before they can cut your wire, use rifle grenades to clear enemy machine guns, and much more
- World War One Gameplay: Historical Offensive game mode based on real battles and focused on the unique challenges of Alpine warfare. Fight with 30+ WW1 weapons, poisonous gas attacks, and intense artillery barrages
- Build for victory: Place your own wire, sandbags, trench periscopes, and more! Whether you’re digging in or on the attack, shaping the battlefield to your advantage will be key to victory
- Faces of war: Make every class your own by picking from a variety of historically class-appropriate uniforms, accessories and headgear. As a finishing touch, you can even pick your mustache from several famous period-accurate styles!
- Authentic WW1 atmosphere: Accuracy in everything from maps and weaponry to music and the uniforms – fight for the Kingdom of Italy or the Austro-Hungarian Dual Monarchy
More Games in the Authentic WW1 Game Series
Immerse yourself in more WW1 action with our other standalone titles Tannenberg and Verdun. Experience trench warfare on the Western Front in Verdun, or maneuver for control of key sectors in Tannenberg on the Eastern Front. These authentic WW1 shooters let players choose from a range of squads from across the war, as they fight for control of the ever-changing frontlines.
MINIMAL SETUP
- OS: Requires a 64-bit processor and operating system
- Processor: Intel Core 2 Quad Q9550Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GT 640
- Storage: 20 GB available space
- OS: Requires a 64-bit processor and operating system
- Processor: Intel i7-4770Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce GTX 1050
- Storage: 20 GB available space
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