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Meet the Dev #08: Ned (Programming)

You all really seemed to enjoy getting to know Seyfettin in the last blog and we have a ton more peculiar characters in the team for you to meet! If you're eagerly awaiting to learn more about what's next for Isonzo, you won't have to wait too much longer! We'll have exciting news to share come March. We announced the winners of the WW1 Memorabilia contest! Find them here. As a final point, the behind the scenes gifs you'll see below were recorded during the development of Isonzo prior to launch. Now, let's get started!

Meet Ned!


Hello! Could you introduce yourself?


Im Ned. I live in Snowdonia in the far flung reaches of North Wales, which is a rainy, wild and beautiful part of the UK. I work remotely from a farm house where I have an assortment of pets including several sheep! I started my career as an indie developer, when I co-created the game DEATHPIT 3000 (which you can find on Steam!) alongside a friend. The game is a top-down, bullet-hell, twin-stick, co-op shooter, and through it I cut my teeth in coding and game design, as well as experienced what its like to release a title on Steam. Ive also taught Unity and coding at the National Film & TV School near London, helping mentor students in their game development Masters degrees. I have a love of history, having studied it at university and worked on several historical screenplays, two of them set in the First World War, so working in the WW1 game series is a happy confluence of my interests.

What is your role in BlackMill and when did you start working here?


I first discovered WW1 Game Series when I bought Verdun on its release, which I enjoyed a lot as it was refreshing to see the First World War represented in an FPS. I actually joined the team in 2019, just before development on Isonzo started, and so was involved in the whole development life of the game. I am a programmer, focussing mainly on gameplay systems and weapon functionality. I work a lot with our lead animator Guido (who was in one of the previous meet the dev blogs), and between us we deal with introducing new weapons in first-person (which is somewhat distinct from the third-person implementation in a multiplayer FPS series like ours). Im largely responsible for weapon handling and features, which is often complex as our weapons are old fashioned and we make a point of keeping them historically accurate, so they are frequently idiosyncratic and have exceptions to how they each operate. Its often a challenge to balance out fun gameplay with historical authenticity, but thats part of the enjoyment in making them too.

Where did your passion come from?


Im a lifelong gamer, some of my earliest memories are playing on the NES and Mega Drive when I was very young. Then when I was a bit older I discovered PC gaming through Command & Conquer, and completely fell in love with the platform. I remember the challenge of getting those early online multiplayer games up and running in the days of dial-up internet, which was the main motivation that got me learning about computers and networking as a kid. The idea of actually making video games was just a dream for a long time, and initially I pursued a career in screenwriting. But eventually I discovered Unity and found that making my own games was actually very achievable and immensely satisfying, and from that I began my career as a game developer.

What is the first thing you made in Isonzo as well as the most recently released?


The first big feature I worked on in Isonzo were the mortars. It was soon after a previous programmer left the team and I was asked to take over implementing the static weapons (our name for the weapons which are fixed in place). The basis of these weapons had been setup in Tannenberg with the HMGs, so I was able to use some of that functionality in the mortars, but I quickly discovered there were some very finicky differences between them, not least the fact that our mortars all pivot around different points and each in different ways, which was a bit of a nightmare to get right at the time! Thankfully, after walking through fire with them I established an approach which meant when I came to setup the field guns it was much easier and smoother. I still think of the mortars as the difficult troublemakers whereas the field guns which are my pride and joy! The mortars did make up for it with some laugh out loud moments though
The most recent thing Ive worked on in Isonzo was adding the manual deploying for the light machine guns, which is something I always thought would be an improvement to the way they handle. I was very happy to be able to make it happen!

What is a memorable moment for you in the development of Isonzo?


I think the most memorable moment for me in Isonzo was when we finally completed the Villar Perosa. We always knew it was going to be a difficult weapon to get right as it is so unusual. It was also clear that it was going to be an iconic weapon of the game, so I wanted to go the extra mile and make its functionality as realistic and in-depth as possible. It was hard going as the weapon has twin barrels and twin clips, either of which can be loaded or unloaded, and the weapon can be deployed or undeployed, which means the weapon can be in a lot of different states and ended up having no less than three unique reloads! It was certainly worth the effort though as I think it turned out well and is one of the most memorable weapons in the game.

Can you show off some of your work process and tell us what youre doing?


I work a lot with the first-person rig, which in a multiplayer shooter like ours is actually just a pair of arms. The first-person and third-person models are quite different and sometimes what looks good in a first-person shooter doesnt actually correlate to what is totally realistic. For example, as there is a lot of focus in our game on authentic historical weapons and the fantastic models our artists put together for them, that means the guns are our centrepieces and so we want to make sure they are held up high and occupy a lot of screen space. However, this has to be balanced with realistic handling and aiming motions. One mechanic Ive put a lot of time into getting right is our sway system, the goal of which is to try and provide a motion which both follows a realistic breathing pattern but which also doesnt throw off the aiming sight picture of the weapon, as that would just be frustrating for the player. Finding the right balance between these kinds of gameplay versus realism questions is definitely one of the most challenging but also rewarding aspects of my work.

Which other game dev/studio inspires you, and why?


These days I am most inspired by indie devs, as I find so many of the most interesting games out there are made by small and passionate teams who actually have the least resources but end up taking the biggest risks, just like the founders of WW1 Series when they took a chance on Verdun right out of university. Indie games like CHANGE: A Homeless Survival Experience and Empires of the Undergrowth have really challenged my preconceptions about what a game can be. They show that you can make an engaging experience about unlikely topics which are also thought provoking and even affect the way you see the everyday world. Ive also been blown away by the recent indie game Against the Storm, which is a masterclass in what a small team can make.

Favourite game at the moment or something youre looking forward to?


Im currently obsessed by Beyond All Reason, which is a completely free open source reboot of one of my all-time favourite games Total Annihilation. The engine it operates on is next level and feels more polished and professional than any RTS Ive played in the last few years, which is just wild for a completely free game that isnt even on Steam yet! Beyond that Ive also recently been enjoying Sins of a Solar Empire II, IXION, and of course Baldurs Gate 3. Im looking forward to the new Vampire the Masquerade as I was a big fan of Bloodlines back in the day, but like everyone Im unsure if itll ever actually show up.

Is there something you like to do when not working or playing games?


I try to make the most of living in such a beautiful part of the country by pursuing outdoor hobbies like scuba diving, paragliding and sailing. However the Welsh weather means that even in the summer those activities can be quite limited, so I also enjoy a lot of indoor social activities like board-gaming. I also genuinely get a lot of enjoyment out of game development, almost more than playing them, and so always have one or two side-projects on the go for the fun of it.

Anything else you want to share?


I just want to thank the community for their continued feedback and input on the series. For instance the recent manual bipod toggle was directly in response to player requests, so we really do listen to what our player base want, and that in turn makes our games better and better. [hr][/hr]

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Isonzo
M2H Developer
M2H Publisher
2022-09-13 Release
Game News Posts: 170
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive (11613 reviews)
Public Linux Depots:
  • 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:
  • 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
RECOMMENDED SETUP
  • 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
GAMEBILLET

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GAMERSGATE

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6.96$ (83%)
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2.5$ (50%)

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