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	<title>Schlachtfeld &#187; English</title>
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		<title>Modder interview #2: NTW/Delphinio</title>
		<link>http://blog.warzone2100.de/2010/05/01/modder-interview-2-ntw-delphinio-en/</link>
		<comments>http://blog.warzone2100.de/2010/05/01/modder-interview-2-ntw-delphinio-en/#comments</comments>
		<pubDate>Sat, 01 May 2010 14:57:13 +0000</pubDate>
		<dc:creator>Kreuvf</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Miscellaneous]]></category>

		<guid isPermaLink="false">http://blog.warzone2100.de/?p=242</guid>
		<description><![CDATA[At the beginning of 2000 Delphinio found a demo version of Warzone 2100 and eventually got the game. He started modding in 2003 with making maps for the GDT guild. His motivation was to play selfmade maps and breaking the monotony of Teamwar and New Teamwar maps. Due to a Warzone 2100 pause from autumn [...]]]></description>
			<content:encoded><![CDATA[<p>At the beginning of 2000 Delphinio found a demo version of Warzone 2100 and eventually got the game. He started modding in 2003 with making maps for the <abbr title="German Doom Troopers">GDT</abbr> guild. His motivation was to play selfmade maps and breaking the monotony of Teamwar and New Teamwar maps. Due to a Warzone 2100 pause from autumn 2004 to autumn 2006 he forgot many things, but again started with mapping and was introduced to modding by Lordy, a warzone loyal Briton. Work on the <abbr title="New Teamwar">NTW</abbr> mod started in November 2006.</p>
<p>Delphinio was inspired by the <abbr title="Dancing Moogle">DM</abbr> mod, which enthused him with the many changes it did to Warzone 2100. At the beginning <abbr title="New Teamwar">NTW</abbr> mod did not contain any changes to the technology tree, which changed with the addition of the T1 balancer, another mod by Delphinio.</p>
<p><strong>Kreuvf:</strong> What is the aim of <abbr title="New Teamwar">NTW</abbr> mod and to what extent has it been reached already?<br />
<strong>Delphinio:</strong> If I just knew that&#8230; . The actual aim was to create a mod that&#8217;s <em>improving the balancing and makes Warzone 2100 nicer</em>. Plus some special things such as new weapons. I already announced for several times that it&#8217;s done now and then again I found something new. At some point there won&#8217;t be any further updates, I just don&#8217;t know when this will be.</p>
<p><strong>Kreuvf:</strong> What was wrong about the balancing? And which new weapons are there?<br />
<strong>Delphinio:</strong> There are some issues in 1.10. You get lancer too early, which renders other weapons useless, <abbr title="exempli gratia">e. g.</abbr> the <abbr title="Machinegun">MG</abbr>. The heavy laser and the plasma cannon as well as the super-heavy bodies were too heavy in my opinion. Then the pulse laser for <abbr title="Vertical Take-off and Landing">VTOL</abbr>s was overpowered.</p>
<p>The new weapons are the Heavy Gauss Cannon, the Heavy Twin Cannon, the Super Cannon, the Condor Missile, the Plasma Artillery and the Twin Pulse Laser. Besides weapons there are new structures as well, but first to the weapons:<br />
The <em>Heavy Gauss Cannon</em> is a plain extension to the Gauss Cannon. It&#8217;s got higher body points and does more damage, but is slower at reloading and costs more energy. As the super-heavy bodies are faster now and thus are more useful, you need something to tame them.<br />
The flashlight laser has been removed from the lasers, with the pulse laser being the new first laser now. It&#8217;s followed by the <em>Twin Pulse Laser</em>, Heavy Pulse Laser and the fresh, new, enhanced Plasma Cannon. And don&#8217;t forget the <em>Hyperfire Laser</em>. This is a laser which is firing like a machinegun and is preferably used against tanks. But don&#8217;t take too fat tanks&#8230; it may be heavy ones, but get out, if a Vengeance&#8217;s coming.<br />
You get <em>Plasma Artillery</em> when you&#8217;ve researched the Heavy Pulse Laser. It needs 1&nbsp;&ndash;&nbsp;2 shots to destroy an enemy structure. It&#8217;s comparable to the Condor Missile, but has a higher <abbr title="Rate of fire">ROF</abbr>.<br />
While the <em>Condor Missile</em> does more splash damage and is stronger per se. It comes before the Archangel Missile and has replaced the Angel Missile. But I&#8217;d build Plasma Artillery anyways, because it can attack targets which are farer away.<br />
The <abbr title="Hypervelocity">HV</abbr> Cannon has been replaced by the <em>Twin Heavy Cannon</em>, because somehow you can never balance it right. It&#8217;s a stronger twin fire weapon, which of course comes with more body points and is heavier, does more damage and has a lower <abbr title="Rate of fire">ROF</abbr>. The Super Cannon (big twin fire weapon, in the cannon class) has got the same boni/mali except for the <abbr title="Rate of fire">ROF</abbr>, it&#8217;s the same.</p>
<p><abbr title="New Teamwar">NTW</abbr> mod also contains <em>special thermal armour bodies</em>: Fish, Dolphin, Whale and Chimpanzee, Baboon, Gorilla. The Fish class is cheaper, lighter (= faster) and has less kinetic armour than the Chimpanzee class bodies. The thermal armour is the same for both. The abbreviations &bdquo;<abbr title="Special European">SE</abbr>&ldquo; and &bdquo;<abbr title="Special African">SA</abbr>&ldquo; stand for &bdquo;Special European&ldquo; and &bdquo;Special African&ldquo;.<br />
<img src="http://blog.warzone2100.de/wp-content/uploads/2010/05/20100501-NTW_Bodies.png" alt="NTW-Rümpfe" width="480" height="230" /></p>
<p>Turning to structures now: You can build scavenger structures and build some of their units. Not all scavenger structures are available, but the most common ones you know from the campaigns are.</p>
<p><strong>Kreuvf:</strong> Scavenger units? So you can also build these small foot soldiers, which run around and burn when hit by a flame thrower&#8217;s flame? How did you balance them?<br />
<strong>Delphinio:</strong> Yes, you can. Their balancing is comparable to the campaign. So they take very very few hits only. If you know Star Wars and the Empire, then you know what I mean when I say: &bdquo;Quantity before quality.&ldquo; They may be produced fast with a single unit using only 4&nbsp;&ndash;&nbsp;15 energy. Most notably you can produce them right away as the <abbr title="Headquarters">HQ</abbr> is only available from minute 6 on. This means that <em>self-designed units cannot be used prior to the 7th minute</em>. Concerning firepower they are okay, you just must not make the mistake and think that they can shoot while they&#8217;re moving, because they cannot do this. <abbr title="New Teamwar">NTW</abbr> mod not only has scavenger buildings and units, but at last also rudimentarily good <em>shields</em>. There are 2 kinds: One for <abbr title="Vertical Take-off and Landing">VTOL</abbr>s and one for ground units.</p>
<p><strong>Kreuvf:</strong> How do the shields look like, what do they do?<br />
<img src="http://blog.warzone2100.de/wp-content/uploads/2010/05/20100501-NTW_Shield.png" alt="NTW-Schild" width="170" height="150" class="floatr" /><br />
<strong>Delphinio:</strong> I wished I could create real shields, but unfortunately that&#8217;s not yet possible. Both send out EMP shocks. Always to the nearest unit. Shields have quite long a range, which makes shields some kind of weapon.<br />
EMP Tank Traps work similarly, but they only shoot if you touch them. And they need much longer to reload. Maybe I&#8217;ll improve them.<br />
If you&#8217;re out of energy, the best is to build a Nuclear Reactor. : ) But please don&#8217;t forget to build cooling towers. There must be at least 2 of them and as close to the reactor as possible. The Laser Satellite has the 1.10 balancing and the Nuclear Missile Silo not that from 2.3 ; ). But it&#8217;s stronger with a 10&nbsp;min reload time. Additionally there are 8 mines.</p>
<p><strong>Kreuvf:</strong> How do mines work in general? How do you mine? How do you disarm them? How can you see them?<br />
<strong>Delphinio:</strong> When a unit drives over it, it goes boom. Mines have <em>no friend-foe-recognition</em>. You can warn your alliance of mines using the Mines Sign. These are signs which can be placed before mines.<br />
Mines are built with trucks. Enemy mines are searched by the <em>Cyborg Minesweeper</em>, which automatically collects them, once it found some. It can remove own mines as well.</p>
<p><strong>Kreuvf:</strong> There is one <abbr title="New Teamwar">NTW</abbr> mod version for 1.10 and one for the recent <abbr title="Warzone 2100 Project">WZP</abbr> versions. Are there differences and, if so, which?<br />
<strong>Delphinio:</strong> I try to keep both versions the same, but of course that&#8217;s not always possible. There are not many differences. Essentially the 2.3 version contains both, mines and scavenger defensive structures in the technology tree, which is not possible in the 1.10 version due to internal limitations. The 1.10 version has a day night cycle which has been superseded by the skybox in the 2.3 version. The the 1.10 version uses Grim&#8217;s texture mod, which&#8217;ll be obsolete in 2.x soon.</p>
<p><strong>Kreuvf:</strong> How to give feedback to your mod?<br />
<strong>Delphinio:</strong> Well, register in the forum at <a href="http://www.warzone-2100.com/" title="Delphinio's Homepage" hreflang="en">http://www.warzone-2100.com/</a> and create a topic in the <abbr title="New Teamwar">NTW</abbr> area ^^ Or use the WZ2100.net forum. I also check if there are tickets in the bug tracking software of the developers for <abbr title="New Teamwar">NTW</abbr>, but recently there haven&#8217;t been any.</p>
<p><strong>Kreuvf:</strong> Very good and with this the interview has come to an end as well. Thank you :D<br />
<strong>Delphinio:</strong> You&#8217;re welcome ^^</p>
<p>This is a translation of the German original &bdquo;<a href="http://blog.warzone2100.de/2010/05/01/modder-interview-2-ntw-delphinio/"  title="Modder-Interview #2: NTW/Delphinio" hreflang="de">Modder-Interview #2: NTW/Delphinio</a>&ldquo;.</p>
<p><a href="http://board.warzone2100.de/index.php?topic=2045.0">Comment on this article</a> (board-account required)</p>
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		<title>Modder interview #1: DyDo AI/DylanDog</title>
		<link>http://blog.warzone2100.de/2010/02/25/modder-interview-1-dydo-ai-dylandog/</link>
		<comments>http://blog.warzone2100.de/2010/02/25/modder-interview-1-dydo-ai-dylandog/#comments</comments>
		<pubDate>Thu, 25 Feb 2010 11:46:16 +0000</pubDate>
		<dc:creator>Kreuvf</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Miscellaneous]]></category>

		<guid isPermaLink="false">http://blog.warzone2100.de/?p=205</guid>
		<description><![CDATA[DylanDog, author of the well-known DyDo AI, is the one interviewed this time. Plain and simple: He is a mod developer and no programmer. He used to play with JavaScript, PHP and AJAX in the past. Playing RTS games such as C&#38;C, Warcraft or Empire Earth always have been one of his passions. Nowadays the [...]]]></description>
			<content:encoded><![CDATA[<p>DylanDog, author of the well-known <a href="http://www.obooma.net/dydo/" title="DyDo AI for WARZONE 2100" hreflang="en"><abbr title="DylanDog">DyDo</abbr> <abbr title="Artificial Intelligence">AI</abbr></a>, is the one interviewed this time. Plain and simple: He is a mod developer and no programmer. He used to play with JavaScript, <abbr title="PHP: Hypertext Preprocessor">PHP</abbr> and <abbr title="Asynchronous JavaScript and XML">AJAX</abbr> in the past. Playing <abbr title="Real-time strategy">RTS</abbr> games such as <abbr title="Command &amp; Conquer">C&amp;C</abbr>, Warcraft or Empire Earth always have been one of his passions. Nowadays the amount of free time has been reduced a lot, which is why he&#8217;s <em>developing <abbr title="DylanDog">DyDo</abbr> mostly in the train</em>, when going and returning to and from work. If there is some spare time in the evening, then he might use that as well for developing, while there is only a slight chance to find him developing on weekends.</p>
<p><strong>Kreuvf:</strong> How did you get in touch with Warzone 2100 first? And how long ago is it?<br />
<strong>DylanDog:</strong> I think I have found it at the beginning of 2009 with Google while searching for freeware <abbr title="Real-time strategy">RTS</abbr> games. Then at some point in May 2009 I decided to take a look at BecomePrey <abbr title="Artificial Intelligence">AI</abbr>, I do not remember why I did it. I started by improving few events, then I realized that the <em>things I wanted to implement</em> would have required a <em>complete new <abbr title="Artificial Intelligence">AI</abbr></em>.</p>
<p><strong>Kreuvf:</strong> What was your reason to actually start trying another <abbr title="Artificial Intelligence">AI</abbr>? Was the standard <abbr title="Artificial Intelligence">AI</abbr> too weak? How is BecomePrey different? And what&#8217;s different in <abbr title="DylanDog">DyDo</abbr>?<br />
<strong>DylanDog:</strong> It was just <em>curiousity</em>! I started looking at the <abbr title="BecomePrey">BP</abbr> script because everyone thought it was the best <abbr title="Artificial Intelligence">AI</abbr>. Then I soon realized that I was able to understand the scripting language and that it would have been a great thing working on an <abbr title="Artificial Intelligence">AI</abbr> for an <abbr title="Real-time strategy">RTS</abbr> game. The biggest difference between <abbr title="DylanDog">DyDo</abbr> and <abbr title="BecomePrey">BP</abbr>? <em>Everything!!!</em> From harvesting (building derricks) to base building, from power management (<abbr title="BecomePrey">BP</abbr> has none) to droid-teams management (<abbr title="BecomePrey">BP</abbr> has no defending team, its base is basically undefended if I remember well). Research paths are also different&#8230; and <abbr title="DylanDog">DyDo</abbr> is intended to have <em>4 different personalities</em> even if the differences between them are not really pronounced yet. I have to thank Niker, <abbr title="BecomePrey">BP</abbr> developer, as he really made a <em>great documentation about <abbr title="BecomePrey">BP</abbr></em> which really made things easier. Also some part of <abbr title="DylanDog">DyDo</abbr> <abbr title="Artificial Intelligence">AI</abbr> scripting code (few functions) is taken from both the standard <abbr title="Artificial Intelligence">AI</abbr> and <abbr title="Artificial Intelligence">AI</abbr>volution, which I think is a better <abbr title="Artificial Intelligence">AI</abbr> then both the Standard <abbr title="Artificial Intelligence">AI</abbr> and <abbr title="BecomePrey">BP</abbr>-<abbr title="Artificial Intelligence">AI</abbr>.</p>
<p><strong>Kreuvf:</strong> Among all those features, which one would you say is the one that a) is working best, b) is the one you are most proud of and c) is the most problematic one implementation-wise?<br />
<strong>DylanDog:</strong> To a: I can&#8217;t really say which one&#8217;s the best as there are so many good working things. There are quite few features which work well:</p>
<ul>
<li><abbr title="DylanDog">DyDo</abbr> manages well two droid defending teams and two droid attacking teams (plus the <abbr title="Vertical Take-off and Landing">VTOL</abbr> and the helping teams).</li>
<li>One of the teams is mixed (cyborgs + tanks).</li>
<li>It never sends two trucks to the same oil derrick.</li>
<li>Trucks are also organized in teams building (builds structures), defending (builds defences) and harvesting (builds derricks).</li>
<li>Target selection is not random: If the <abbr title="Artificial Intelligence">AI</abbr> requires power, then enemies&#8217; derricks are attacked and not enemies&#8217; bases.</li>
<li>The number of structures to build is related to the number of oil derricks.</li>
<li>Research isn&#8217;t done randomly.</li>
<li>The power management is also working fine, I think.</li>
</ul>
<p><strong>To b:</strong> In all other <abbr title="Artificial Intelligence">AI</abbr>s the decisions of what to do are mostly taken by various single events in the script, in <abbr title="DylanDog">DyDo</abbr> not. I have introduced a <em>centralized event to control the most important actions</em>, I called it &#8220;<abbr title="Artificial Intelligence">AI</abbr>brain&#8221;. This event is executed every second, collects some statistics and decides which other events should be activated and which not. The power management is made here. I also like the fact I introduced the <em><abbr title="Artificial Intelligence">AI</abbr> strength levels</em>&#8230; and obviously I am proud of <abbr title="DylanDog">DyDo</abbr> is <em>not</em> cheating! It does not get any more power, it does not make any research available to itself and it gets no gifts at all (droids or structures). The only thing it does which a human player cannot do is to collect statistics about the enemies.<br />
<strong>To c:</strong> <abbr title="Vertical Take-off and Landing">VTOL</abbr> management could be improved a lot, and I will do it&#8230; problematic is also to give a real different behavior to the <abbr title="Artificial Intelligence">AI</abbr> personalities. But really problematic is to meet the expectations of <abbr title="Warzone 2100">WZ</abbr> players!!! Many think that an <abbr title="Artificial Intelligence">AI</abbr> can act like a human player, but this will never be the case. A good <abbr title="Warzone 2100">WZ</abbr> player is able to beat an <abbr title="Artificial Intelligence">AI</abbr> by using different tactics. The capability to use multiple tactics (like the decision to choose a specific research path for a precise purpose) is difficult to implement. Concerning the <abbr title="Artificial Intelligence">AI</abbr> strength: Playing a game 1 <abbr title="Artificial Intelligence">AI</abbr> vs. 1 human player, the human player will always win, &#8220;all vs. all&#8221; in a 4 game is a different thing (and even more difficult if the <abbr title="DylanDog">DyDo</abbr> strength is set to 5).</p>
<p><strong>Kreuvf:</strong> What do you think are limiting factors of the game&#8217;s <abbr title="Artificial Intelligence">AI</abbr> engine for you as an <abbr title="Artificial Intelligence">AI</abbr> developer? Which things would you like to add, but can&#8217;t due to those limitations?<br />
<strong>DylanDog:</strong> I have no experience with other <abbr title="Artificial Intelligence">AI</abbr> engines, but I have to say that the <em>warzone <abbr title="Artificial Intelligence">AI</abbr> engine is really great</em>. As <abbr title="Artificial Intelligence">AI</abbr> developer you almost have everything you need to develop a good <abbr title="Artificial Intelligence">AI</abbr>. Surely there are few things which still could be implemented but they would not really make big changes. There is one thing which is a bit limiting: Distance calculation via real path-finding. What I mean is that actually I cannot know how long is the route that a truck would use to reach a certain point. There is a function which gives the distance between two points but this is &#8220;just&#8221; the pure point to point distance &#8220;on the air&#8221;, this function does not make a path finding or calculates the route that a truck would take. A <em>new function which would give the route distance to reach an object would be great</em> but I think it is really difficult to implement.</p>
<p><strong>Kreuvf:</strong> Summarised this does mean that the game itself has the requirements necessary for building a challenging <abbr title="Artificial Intelligence">AI</abbr> and you try to build one, right? The developers are planning to replace Aivolution with <abbr title="DylanDog">DyDo</abbr> <abbr title="Artificial Intelligence">AI</abbr>. Aivolution was one of Troman&#8217;s projects and he wanted the <abbr title="Artificial Intelligence">AI</abbr> to be able to learn. What do you think about <abbr title="Artificial Intelligence">AI</abbr>s learning? What do you think are the chances of such an <abbr title="Artificial Intelligence">AI</abbr> and what are its limitations?<br />
<strong>DylanDog:</strong> Well&#8230; I am not trying to build one, <em>I made it already</em>! I couldn&#8217;t state that until November-December 2009 but now I am quite satisfied with the job done. I still have some ideas in mind on how to improve <abbr title="DylanDog">DyDo</abbr> but I already consider it a real challenging <abbr title="Artificial Intelligence">AI</abbr>.<br />
As far as I know with the current Engine Interface you cannot deploy an <abbr title="Artificial Intelligence">AI</abbr> which is learning, because there is no way to manage a database where to store permanent information (I mean also after the game is over). Troman was able to do this possibly because of some feature implemented &#8220;ad-hoc&#8221; for <abbr title="Artificial Intelligence">AI</abbr>volution in Warzone 2100 &#8220;C&#8221; code, in some way Warzone recognizes that <abbr title="Artificial Intelligence">AI</abbr>volution is loaded and saves some info. Learning capabilities would be a great thing for an <abbr title="Artificial Intelligence">AI</abbr> for sure.</p>
<p>This article has been translated into German and is available under the title &bdquo;<a href="http://blog.warzone2100.de/2010/02/25/modder-interview-1-dydo-ki-dylandog/" title="Modder-Interview #1: DyDo-KI/DylanDog" hreflang="de">Modder-Interview #1: DyDo-KI/DylanDog</a>&ldquo;.</p>
<p><a href="http://board.warzone2100.de/index.php?topic=2014.0">Comment on this article</a> (board-account required)</p>
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		<title>Finding out the IP address</title>
		<link>http://blog.warzone2100.de/2009/09/19/finding-out-the-ip-address/</link>
		<comments>http://blog.warzone2100.de/2009/09/19/finding-out-the-ip-address/#comments</comments>
		<pubDate>Sat, 19 Sep 2009 20:54:06 +0000</pubDate>
		<dc:creator>Kreuvf</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Homepage]]></category>

		<guid isPermaLink="false">http://blog.warzone2100.de/?p=189</guid>
		<description><![CDATA[Playing via the internet without using the lobby server requires the game host&#8217;s IP address. Especially for non-tech-savvy users this can get frustrating. Warzone2100.de wants to help with ip.warzone2100.de. Just open that site to get the IP address of the computer that requested the site. Also, there is a version with more output. A German [...]]]></description>
			<content:encoded><![CDATA[<p>Playing via the internet without using the lobby server requires the game host&#8217;s IP address. Especially for non-tech-savvy users this can get frustrating. Warzone2100.de wants to help with <a href="http://ip.warzone2100.de/" title="IP address">ip.warzone2100.de</a>. Just open that site to get the IP address of the computer that requested the site.</p>
<p>Also, there is a <a href="http://ip.warzone2100.de/long-en" title="IP address with additional text" hreflang="en">version with more output</a>.</p>
<p>A <a href="http://blog.warzone2100.de/2009/09/19/ip-adresse-herausfinden/">German version</a> of this article is available.</p>
<p><a href="http://board.warzone2100.de/index.php?topic=1890.0" hreflang="en">Comment on this article</a> (board account required)</p>
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		<title>Special interview #2: New widget system (betawidget)</title>
		<link>http://blog.warzone2100.de/2008/12/06/special-interview-2-new-widget-system-betawidget/</link>
		<comments>http://blog.warzone2100.de/2008/12/06/special-interview-2-new-widget-system-betawidget/#comments</comments>
		<pubDate>Sat, 06 Dec 2008 12:12:01 +0000</pubDate>
		<dc:creator>Kreuvf</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[English]]></category>

		<guid isPermaLink="false">http://blog.warzone2100.de/?p=135</guid>
		<description><![CDATA[Some time ago I had a special interview on 2.1 with devurandom. 2.1 is almost final, so it is time for another special interview. This time I talked to EvilGuru and Elio about the new widget system. Kreuvf: First of all: What is a widget and what does a widget system do? EvilGuru: A widget [...]]]></description>
			<content:encoded><![CDATA[<p>Some time ago I had a <a href="http://blog.warzone2100.de/2007/10/08/special-interview-1-warzone-2100-21/" title="Special interview #1: Warzone 2100 2.1" hreflang="en">special interview on 2.1 with devurandom</a>. 2.1 is almost final, so it is time for another special interview. This time I talked to <a href="http://blog.warzone2100.de/2007/12/28/developer-interview-2-freddie-witherden/" title="Developer interview #2 - Freddie Witherden" hreflang="en">EvilGuru</a> and Elio about the new widget system.</p>
<p><strong>Kreuvf:</strong> First of all: What is a widget and what does a widget system do?<br />
<strong>EvilGuru:</strong> A widget is something which the player interacts with. This could be <em>a button, slider, colour picker or text box</em>. A widget system is responsible for displaying these widgets on screen and managing them.</p>
<p><strong>Kreuvf:</strong> What are the major advantages of the new widget system, betawidget?<br />
<strong>EvilGuru:</strong> Betawidget has many advantages over the current widget system, both for developers and users.</p>
<p>For users it will</p>
<ul>
<li>allow for a more attractive and lucid interface;</li>
<li>be able to adapt itself to the user&#8217;s screen resolution, making Warzone easier to play at higher resolutions, including those that are widescreen;</li>
<li>be significantly more customisable than the current system.</li>
</ul>
<p>However, the primary motivation behind the development of betawidget was to make it easier for us (the developers) to add/change/modify the user interface. This is especially difficult using the <em>current widget system</em>, with even something as simple as <em>adding a button taking a large amount of code</em>.</p>
<p>For developers and modders it will</p>
<ul>
<li>be significantly easier to work with;</li>
<li>allow the user-interface (UI) to be, firstly, <em>scriptable and secondly modifiable using scripts</em>;</li>
<li>require less code than the current widget system in order to complete the same task, resulting in fewer bugs.</li>
</ul>
<p><strong>Kreuvf:</strong> Will the new widget system be limited to Warzone 2100 only or do you plan to provide it for other applications as well?<br />
<strong>Elio:</strong> Betawidget is intended to have a Qt-backend allowing the use in Qt-applications, such as <em>Warzone Studio</em>. An all-in-one solution covering every aspect of modding:</p>
<ul>
<li>scripting</li>
<li>editing the tech tree</li>
<li>map making</li>
<li>editing the interface</li>
</ul>
<p><strong>EvilGuru:</strong> In fact, most of the development happens in an external simulator. Other Warzone-related applications such as map editors and mod editors may make use of it for parts of their interfaces. Of course, these applications are still very much <em>on the drawing board</em>, but it is nice to keep all avenues open.</p>
<p>Since betawidget is — like Warzone — open source there is nothing to stop others from taking it and integrating it into their own applications. However, it is important to stress that, as flexible as betawidget may be, it has been designed as a replacement for Warzone&#8217;s current widget system and not as a general-purpose toolkit.</p>
<p><strong>Kreuvf:</strong> How can the <acronym title="Graphical User Interface">UI</acronym> be changed with the new widget system?<br />
<strong>Elio:</strong> The whole <acronym title="Graphical User Interface">UI</acronym> is created from Lua scripts. This enables modders to include a <acronym title="Graphical User Interface">UI</acronym> without touching the source. Its class-like architecture is easy to understand and the <acronym title="Application Programming Interface">API</acronym> supports animations, too. So the new <acronym title="Graphical User Interface">UI</acronym> will be more dynamic and user-friendly.<br />
<strong>EvilGuru:</strong> It will be possible to <em>modify the <acronym title="User Interface">UI</acronym> in one of two ways</em>. Firstly by using a Lua script to change an existing interface on-the-fly. So a mod developer might use a script to change the image/logo shown on the main title menu. This might look something like this:<br />
widgetGetById(&#8220;warzoneLogo&#8221;):setImage(&#8220;myOwnLogo.svg&#8221;).</p>
<p>Although a trivial example (a modder could just override the current logo by placing a file with the same name in their mod) it does illustrate what is possible.</p>
<p>Secondly, since a large amount of the <acronym title="User Interface">UI</acronym> is planned to be implemented in Lua — as opposed to compiled C code — it will be possible for modders to <em>simply open up and modify the script files</em> (in the same way they would for unit/structure stats). By placing the modified script file in their mod they have the capability to customise the <acronym title="User Interface">UI</acronym> at a more fundamental level. Thus changing the interface will be only slightly more difficult than changing stats.</p>
<p>It is not just the modding community who benefit from having large portions of the <acronym title="User Interface">UI</acronym> written in Lua — developers do as well. This is because it is significantly easier to write and debug high-level Lua code as opposed to low-level C code.</p>
<p><strong>Kreuvf:</strong> What are the advantages of having scalable vector graphics (<acronym title="Scalable Vector Graphics">SVG</acronym>) and are there any pictures of a possible new <acronym title="Graphical User Interface">UI</acronym>?<br />
<strong>Elio:</strong> There are <em>some pictures of the new <acronym title="Graphical User Interface">UI</acronym></em>.<a href="http://blog.warzone2100.de/wp-content/uploads/2008/12/interview-betawidget-bild-1.png"><img src="http://blog.warzone2100.de/wp-content/uploads/2008/12/interview-betawidget-bild-1-thumb.png" width="200" height="133" title="New GUI: Tank orders" alt="New GUI and Twin Gauss Fortress" class="floatl" /></a></p>
<p>As you can see the base colour of the new <acronym title="Graphical User Interface">UI</acronym> is more <em>blue-grayish</em>, this gives it a modest and elegant appearance and brings gameplay into focus. There are also <a href="http://forums.wz2100.net/viewtopic.php?f=10&#038;t=2255" title="interface ideas from beach" hreflang="en">further sketches of possible new <acronym title="Graphical User Interface">UI</acronym> elements</a>.<a href="http://blog.warzone2100.de/wp-content/uploads/2008/12/interview-betawidget-bild-2.png"><img src="http://blog.warzone2100.de/wp-content/uploads/2008/12/interview-betawidget-bild-2-thumb.png" width="150" height="200" title="New GUI: Commander interface" alt="New GUI and Commander interface" class="floatr" /></a></p>
<p>Additionally it <em>looks sharp and nice on every screen resolution</em>, because the <acronym title="Graphical User Interface">UI</acronym> adapts to it. So you can expect a wonderful, sexy <acronym title="Graphical User Interface">UI</acronym> no matter if it&#8217;s 640&#215;480 (4:3) or 1280&#215;720 (16:9). We can&#8217;t do this with the old raster graphics, which is why we need to get <em>scalable vector graphics (<acronym title="Scalable Vector Graphics">SVG</acronym>)</em>. In order to get those we need to &#8216;convert&#8217; the existing raster graphics into scalable vector graphics <em>by hand</em> and I have done most of this work already.<a href="http://blog.warzone2100.de/wp-content/uploads/2008/12/interview-betawidget-bild-3.png"><img src="http://blog.warzone2100.de/wp-content/uploads/2008/12/interview-betawidget-bild-3-thumb.png" width="200" height="150" title="New GUI: Unit design and comparison" alt="New GUI and Unit design and comparison of two units" class="floatl" /></a><br />
<strong>EvilGuru:</strong> Currently support for <acronym title="Scalable Vector Graphics">SVG</acronym>s is done by way of the Cairo vector graphics library, which is also used by Firefox 3. Thanks, primarily to Elio, many of the games icons have been converted to <acronym title="Scalable Vector Graphics">SVG</acronym>s. <acronym title="Scalable Vector Graphics">SVG</acronym> is a vector graphics format which has good support by both Cairo and other 3rd party applications. (Inkscape and Adobe Illustrator are probably the most famous.) This will again aid customisability — as anyone can open up the icons and modify them in a way just not possible with bitmaps. This could allow for modders to create <em>high-quality icon packs</em> without having to start from scratch or pixel-edit pre-existing icons.</p>
<p><a href="http://blog.warzone2100.de/2008/12/06/spezialinterview-2-neues-widget-system-betawidget/" title="Spezialinterview #2: Neues Widget-System (betawidget)" hreflang="de">German translation</a> available.</p>
<p><a href="http://board.warzone2100.de/11rc3/index.php?topic=1683.0">Comment on this</a> (requires board account)</p>
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		<title>Developer interview #4 &#8211; Buginator</title>
		<link>http://blog.warzone2100.de/2008/08/09/developer-interview-4-buginator/</link>
		<comments>http://blog.warzone2100.de/2008/08/09/developer-interview-4-buginator/#comments</comments>
		<pubDate>Sat, 09 Aug 2008 07:08:31 +0000</pubDate>
		<dc:creator>Kreuvf</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Miscellaneous]]></category>

		<guid isPermaLink="false">http://blog.warzone2100.de/?p=42</guid>
		<description><![CDATA[Buginator thinks that personal information is irrelevant, that is why it is excluded. If you look up his &#8216;name&#8217; on Gna, it is &#8216;bugs buggy&#8217; which is a play on words for &#8216;bugs bug me&#8217;. Kreuvf: How did you find Warzone 2100 and since when are you part of the team of the Warzone 2100 [...]]]></description>
			<content:encoded><![CDATA[<p>Buginator thinks that personal information is irrelevant, that is why it is excluded. If you look up his &#8216;name&#8217; on Gna, it is &#8216;bugs buggy&#8217; which is a play on words for &#8216;bugs bug me&#8217;.</p>
<p><strong>Kreuvf:</strong> How did you find Warzone 2100 and since when are you part of the team of the Warzone 2100 Resurrection Project?<br />
<strong>Buginator:</strong> I have been lurking around Warzone 2100 for awhile, I don&#8217;t really recall the exact date. It has been awhile though. As for when I started to be part of the team, if you mean started to submit patches, then a long time ago. I forgot the exact date for that also. If you mean as a &#8216;official&#8217; member of the Warzone 2100 Resurrection Project, then that is today (1st August 2008).</p>
<p><strong>Kreuvf:</strong> Today? So you really officially joined today? If so, that is some nice coincidence. Did you decide to become an official developer just today or were there any other things that prevented you from becoming an official member?<br />
<strong>Buginator:</strong> The only reason I became an &#8216;official&#8217; developer was <em>to access <acronym title="Subversion">SVN</acronym> myself</em>, and not having to keep nagging the other guys to apply my patches.</p>
<p>I was unofficial for awhile. The reason behind that was, I wanted to <em>stay neutral between the two Warzone groups</em>. However, one group did not release the code to the public yet, and so the choice was made for me more or less. Of course, there is lots of other stuff that went on &#8216;behind the scenes&#8217;, that I left out. :) It would make for a good &#8216;soap opera&#8217; (or perhaps a comedy?) though. ;)</p>
<p>I really think it is better to have all the source code and everything else available from day one. This is the way Pumpkin did it, and I firmly think that is the way to go. I don&#8217;t like the idea of working &#8216;behind closed doors&#8217;, for an open sourced project.</p>
<p><strong>Kreuvf:</strong> What do you think is a major disadvantage of working behind closed doors? And what do you think is the major advantage &#8211; as they surely did not choose to work behind closed doors just for fun?<br />
<strong>Buginator:</strong> If you want to be secretive, then well, you get your wish. Nobody outside the group will know what you are doing, and nobody will (can) look at the source code, so you can&#8217;t expect help that way. That is a HUGE disadvantage. With this project, everything is open, and you can look at everything from day one. The only advantage I can think of, at this time, is that you don&#8217;t want others to know what you are doing. You can think of it like Duke-nuke&#8217;em Forever. That game will come out one of these days, but so far, it is vaporware. That is also why I was in a bind, since I could have also joined the other group, and seen the source code, but then, if one of my patches just happens to be like something they have already in the codebase, I would be accused of &#8216;stealing&#8217;. That is something I wanted to avoid, and that is one of the main reasons why I didn&#8217;t join up with the other group.</p>
<p><strong>Kreuvf:</strong> We will stay tuned to that project nonetheless. Another topic: Now that you have commit-access you will &#8211; for sure &#8211; commit stuff. What are the main areas of the source code you are planning to work on?<br />
<strong>Buginator:</strong> I don&#8217;t think there will be one area of the codebase that I will <em>not</em> touch at some point. :)</p>
<p><strong>Kreuvf:</strong> So your name is an indicator for what you will be doing mainly?<br />
<strong>Buginator:</strong> Not really. While I did lots of bug patches before, that was just because I wanted to play the game, and it was buggy and missing some of the features I want in a RTS. I don&#8217;t plan on only fixing bugs &#8211; that is REALLY boring.</p>
<p><strong>Kreuvf:</strong> So, what is the feature you are keen on implementing most?<br />
<strong>Buginator:</strong> At this time? Hmm. There is no one specific feature, <em>I just go by what I don&#8217;t like</em>, and how can I improve it. A very small example of this is the little tabs you see in the debug menu structure/unit button. I thought it was silly to limit to only 70 (or was it 80?) items in the list, so I basically made it so I don&#8217;t have to deal with those limitations.</p>
<p><strong>Kreuvf:</strong> With 2.1 coming nearer and nearer: Which of the features of 2.1 are your favorites?<br />
<strong>Buginator:</strong> To be honest, I don&#8217;t really know what is in the official 2.1. I don&#8217;t really play betas much, and usually stick to trunk. Guess I will have to check what made it into &#8217;2.1&#8242;, and what didn&#8217;t. Then again, I don&#8217;t really have one favorite feature. Though, less bugs would be a feature I would like. :)</p>
<p><strong>Kreuvf:</strong> So your philosophy of working on Warzone 2100 is that whatever seems wrong or should be fixed is changed by you?<br />
<strong>Buginator:</strong> Not just by me, I think the rest of the members do that as well.</p>
<p>However, I usually ask in the forums about major changes (or even minor ones), so I can at least get some feedback. <em>Lots of stuff is being held back</em> because of the hardware people are using to play the game on. I wish everyone could upgrade to hardware that was made in the last few years, and also, wish the driver writers would release decent drivers for their hardware. Intel&#8217;s integrated gfx is bad enough as it is, but they seem to have even crappier drivers. Don&#8217;t even get me started on VIA/S3. <em>People, stop buying crappy laptops with crappy chipsets, and expect the game to work on those!</em> Argh!</p>
<p><strong>Kreuvf:</strong> How much time do you spend actually playing Warzone 2100? And when you play, do you more or less actively search for bugs?<br />
<strong>Buginator:</strong> That depends. If I am bored, then I play a bit. If I find a bug while playing, I tend to see if I can find a fix. I do read bug reports, but as I said before, hunting for bugs tends to get boring.</p>
<p>I also don&#8217;t really have the time to play the game properly (as in a full MP game, or a full campaign game start from the beginning, and going to the end, WITHOUT CHEATS!). That is why <em>we need people to play for the developers</em>, so we can know what works, and what don&#8217;t &#8211; and once they do find an issue, then they really need to start posting in the <a href="https://gna.org/bugs/?group=warzone" title="Bug tracker on Gna! for Warzone 2100" hreflang="en">bug tracker</a>. They can post about it in the forums, so they can see if anyone has the same issue, but it is much better to use the &#8216;official&#8217; method.</p>
<p><strong>Kreuvf:</strong> How long do you think will you, the <acronym title="Warzone 2100 Resurrection Project">WRP</acronym>, need in order to release 2.1.0? And what are the currently blocking bugs that make a release impossible?<br />
<strong>Buginator:</strong> That is a good question. I don&#8217;t really stick to major/minor releases, since I work mainly from trunk. Which is the active development branch. Looking at some bug reports, we do (and I guess always will) have bugs.</p>
<p>What people don&#8217;t seem to realise is that the <em>state of the code that Pumpkin released was more or less filled with bugs</em>. Lots of them. Not all of them are apparent to everyone, but they are still there. This project made some of those bugs much more visible by changing the design of the program (like removing memory pools), and some other changes, but overall, the changes they have made were to make Warzone 2100 a better Warzone 2100.</p>
<p>I would rather see many more releases, then waiting for months between releases. As I said, the developers can only test so much, and things can and do slip by. If people want a more stable game, then <em>start playing, and report those bugs</em> &#8211; with all the information about said bug as you can possibly remember!</p>
<p>Sorry, got sidetracked a bit. To your original question of when will 2.1 be released, I dunno. It is always available to anyone who wants it, just without the &#8217;2.1&#8242; moniker on it. Remember, this is an open project, and people can get the latest &#038; greatest whenever they want. They just need to compile it, or use one of the nightly builds that are available for Windows users (maybe Mac builds as well, if someone is up to the job of doing them &#8211; <em>&lt;HINT&gt;we need Mac maintainer(s)!&lt;/HINT&gt;</em>).</p>
<p><strong>Kreuvf:</strong> And what annoys you most when developing for Warzone 2100?<br />
<strong>Buginator:</strong> The same issues that are present in most open source projects. There really is no leader, nor can there really be one, since most people are NOT paid for their skills, and they choose to do this on their own free time. Which can make it somewhat difficult at times to get things done, the way you would normally get things done.</p>
<p><strong>Kreuvf:</strong> Could you give an example? Does not need to be <acronym title="Warzone 2100 Resurrection Project">WRP</acronym> related.<br />
<strong>Buginator:</strong> Well, in normal project, you have people working for you, and you have set goals. Like if you are building a house, you got a blueprint, and everyone follows that, and has specific task to do. If you don&#8217;t follow the plan, then you better have a good excuse, or you will get fired/sued or whatever.</p>
<p>In an open source project, people do what they want, and you can&#8217;t really force anyone to do what they don&#8217;t want. (Well, I take that back, you can force them, but I highly doubt they will stick around much longer. It doesn&#8217;t pay to be a jerk about how/what people can contribute, at least not without some hurt feelings involved. That being said, it also isn&#8217;t wise to allow just any code/gfx/whatever to be integrated into the project without at least some testing/discussion. It is a <em>fine line between keeping everyone happy, or pissing them off</em>.)</p>
<p>There is still a kind of a blueprint, (everyone has the same goal, to make the game better) but then you got people that keep adding/removing and even changing stuff that was just done. Sometimes this works out great, other times, it don&#8217;t, and usually, the developers don&#8217;t have time to test every nuance of the change, which just leads to another bug. Yeah, this is vastly over simplified, but oh well.</p>
<p><strong>Kreuvf:</strong> So the driving force &#8216;money&#8217; is missing, right?<br />
<strong>Buginator:</strong> Not really money, it is more of an attitude I think. It mainly depends on the person involved, and their motivation, and of course, how much time they can dedicate to the project. Kinda hard to juggle everything between real life stuff, and the project(s) they are working on, and people tend to &#8216;burn out&#8217; sometimes.</p>
<p><strong>Kreuvf:</strong> Okay, that was my last question and I&#8217;d like to thank you very much for the interview, Buginator.<br />
<strong>Buginator:</strong> meh. :) Ok&#8230; ok&#8230; your welcome.</p>
<p><a href="http://board.warzone2100.de/11rc3/index.php?topic=1646.0">Comment on this</a> (board-account necessary)</p>
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		<title>Developer interview #3 &#8211; Per</title>
		<link>http://blog.warzone2100.de/2008/05/15/developer-interview-3-per/</link>
		<comments>http://blog.warzone2100.de/2008/05/15/developer-interview-3-per/#comments</comments>
		<pubDate>Thu, 15 May 2008 07:15:20 +0000</pubDate>
		<dc:creator>Kreuvf</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Miscellaneous]]></category>

		<guid isPermaLink="false">http://blog.warzone2100.de/2008/05/15/developer-interview-3-per/</guid>
		<description><![CDATA[After the last interview with EvilGuru I planned the next interview to be held after the release of 2.1. Unfortunately the release delayed and after some hints I decided to have another interview, this time with Per. He did a Master in Philosophy and works as a system developer at a company that produces medical [...]]]></description>
			<content:encoded><![CDATA[<p>After the last <a href="http://blog.warzone2100.de/2007/12/28/developer-interview-2-freddie-witherden/" title="Developer interview #2: Freddie Witherden" hreflang="en">interview with EvilGuru</a> I planned the next interview to be held <em>after the release of 2.1</em>. Unfortunately the release delayed and after some hints I decided to have another interview, this time with Per.</p>
<p>He did a Master in Philosophy and works as a system developer at a company that produces medical devices. Besides his participation in the <acronym title="Warzone Resurrection Project">WRP</acronym> his hobbies are reading books, doing sports and playing board games.</p>
<p><strong>Kreuvf:</strong> How did you find Warzone 2100 and since when are you part of the team of the Warzone Resurrection Project?<br />
<strong>Per:</strong> I did play the original Warzone with some friends in 1999 or so, but was never really involved with any <acronym title="Warzone">WZ</acronym> community until after the source was released. I <em>co-founded the <acronym title="Warzone Resurrection Project">WRP</acronym> with rodzilla</em> and I also was part of the redev effort or whatever its name was.</p>
<p><strong>Kreuvf:</strong> And what was your motivation for founding those projects and/or taking part in them?<br />
<strong>Per:</strong> It sounded like fun. I usually play games with other people, not by myself &#8211; I still <em>haven&#8217;t completed the campaign from start to finish</em> &#8211; and Warzone was one of the games we had a lot of fun with in our <acronym title="Local Area Network">LAN</acronym> gaming group.</p>
<p><strong>Kreuvf:</strong> With your motivation being fun what were your personal goals for warzone?<br />
<strong>Per:</strong> A solid network play: No crashes or out-of-sync issues. That&#8217;s priority number one. Improving path-finding and graphics would perhaps be the second.</p>
<p>I&#8217;d love to see more cloak and daggers type tactics in the game. I usually play the sneaky bastard side in <acronym title="Real Time Strategy">RTS</acronym> and <acronym title="Role Playing Game">RPG</acronym> games and I find it <em>rather unfortunate that there is only one side to choose from in Warzone</em>, unlike games like Starcraft and Dune 2 and almost all the other <acronym title="Real Time Strategy">RTS</acronym> games.</p>
<p>One thing I have been working on is support for <em>cloaking and electronic counter-measures</em> to block sensors.</p>
<p><strong>Kreuvf:</strong> How far did you get with it?<br />
<strong>Per:</strong> I have some experimental code, but I have postponed work on it until after 2.1 and some other, more important work is done, like multi-threaded path-finding and a new savegame format.</p>
<p><strong>Kreuvf:</strong> Most of the readers perhaps don&#8217;t understand what multi-threaded path-finding means and what it is good for. Could you explain that?<br />
<strong>Per:</strong> Yes, I&#8217;ll do that. Modern computers now often ship with two (or more) processors. In old school games like Warzone, however, you run the entire game on a single processor. If you <em>split out</em> heavy work like path-finding into its own thread, you can utilise your other processor to do that work instead, freeing more capacity on the first processor. That way the game should run smoother and faster. And there should be less delay between when you issue an order to go somewhere and when it actually starts to go there. In games with lots of units and lots of things going on, you can experience often <em>significant (several seconds) delay now</em>.</p>
<p><strong>Kreuvf:</strong> Oh yeah, I know this and it&#8217;s quite annoying. So it&#8217;s about multiple cores then?<br />
<strong>Per:</strong> It is not only about multiple cores, actually. The code is also written in a way that allows you to utilise your processor better, even if you just have one. So <em>all users should experience faster path-finding</em>.</p>
<p><strong>Kreuvf:</strong> So we can expect better path-finding and better performance of the path-finding in future releases? If yes, does this include 2.1 as well?<br />
<strong>Per:</strong> I do not think we want to push this into 2.1. Writing threaded code is difficult and it is very easy to make hard to find and hard to debug errors in it. So for stability and testing reasons it doesn&#8217;t make it for 2.1.</p>
<p><strong>Kreuvf:</strong> You are mentioning stability. Unfortunately past releases not always have been as stable as users may have wished them to be. Anything new on the quality front?<br />
<strong>Per:</strong> Yes, past releases have not always been very stable and we wish to change that. One of the things we have been working on is adding <a href="http://en.wikipedia.org/wiki/Unit_testing" hreflang="en" title="Unit testing" rel="nofollow">unit testing</a> and finding other ways to <em>continually improve code quality</em>. We have spent a lot of time improving things &#8220;under the hood&#8221; and I think that will start to pay off in a big way in future releases as it becomes easier to make changes and easier to find bugs.</p>
<p><strong>Kreuvf:</strong> Besides the changes &#8220;under the hood&#8221; there are many others incorporated into 2.1 &#8211; what is your No. 1 feature in 2.1?<br />
<strong>Per:</strong> Multiplayer stability is definitely #1, with the game balance fixes in a good #2.</p>
<p><strong>Kreuvf:</strong> And what annoys you most when developing for Warzone 2100?<br />
<strong>Per:</strong> What annoys me most? Hmm. <em>Bugs</em>! ;)</p>
<p><strong>Kreuvf:</strong> One final thing: You have a Master in Philosophy which makes me curious about your favourite philosopher, if you have one.<br />
<strong>Per:</strong> Oh, there are so many to like, but my favourite would definitely be <a href="http://en.wikipedia.org/wiki/Immanuel_Kant" hreflang="en" title="Immanuel Kant" rel="nofollow">Immanuel Kant</a>.</p>
<p><strong>Kreuvf:</strong> Okay then. Thank you for the interview, Per.<br />
<strong>Per:</strong> You are most welcome.</p>
<p><a href="http://board.warzone2100.de/11rc3/index.php?topic=1594.0">Comment on this</a> (board-account necessary)</p>
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		<title>Developer interview #2 &#8211; Freddie Witherden</title>
		<link>http://blog.warzone2100.de/2007/12/28/developer-interview-2-freddie-witherden/</link>
		<comments>http://blog.warzone2100.de/2007/12/28/developer-interview-2-freddie-witherden/#comments</comments>
		<pubDate>Fri, 28 Dec 2007 12:02:42 +0000</pubDate>
		<dc:creator>Kreuvf</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Miscellaneous]]></category>

		<guid isPermaLink="false">http://blog.warzone2100.de/2007/12/28/developer-interview-2-freddie-witherden/</guid>
		<description><![CDATA[After the special interview with DevUrandom it&#8217;s time for another developer interview, this time with EvilGuru whose real name is Freddie Witherden. He&#8217;s 17 years old and is living in the UK. Currently he is studying Physics, Chemistry and Maths at post-16 level and hopes to go on to study Physics at Imperial College London. [...]]]></description>
			<content:encoded><![CDATA[<p>After the <a href="http://blog.warzone2100.de/2007/10/08/special-interview-1-warzone-2100-21/" title="Special interview #1: Warzone 2100 2.1" lang="en">special interview with DevUrandom</a> it&#8217;s time for another developer interview, this time with EvilGuru whose real name is Freddie Witherden. He&#8217;s 17 years old and is living in the UK. Currently he is studying Physics, Chemistry and Maths at post-16 level and hopes to go on to study Physics at <a href="http://www3.imperial.ac.uk/" lang="en">Imperial College London</a>.</p>
<p><strong>Kreuvf:</strong> First question will always stay the same: How did you find Warzone 2100 and since when are you part of the team of the Warzone Resurrection Project?<br />
<strong>EvilGuru:</strong> I found the project back in June (or was it May?) 2007, when I was bored one afternoon. However, I have been playing Warzone for a lot longer. I first got it for the PSX back in 1999 (just after it came out) after reading a positive review of it in a PSX magazine. Later in 2004 I finally got the PC version of the game and kept with it until around January.<br />
<strong>Kreuvf:</strong> So it was a logical step for you to participate in the WRP?<br />
<strong>EvilGuru:</strong> Yes. Back in 2004 I was quite new to computers and unable to program/participate, however when I rediscovered the game earlier this year (2007) I was a lot more adept. After finding the WRP and downloading it I quickly also found the IRC channel where I was given a warm welcome.</p>
<p>Being in contact with the developers gave me the encouragement I needed to go <em>from a player to an (amateur) contributor</em>. My first patch was a modification to the experience system, whereby experience is rewarded for damage as opposed to kills, which <a href="http://forums.wz2100.net/?topic=1138.msg10129#msg10129" title="Reply #3 on Experience system for attac units, some changes..." lang="en">seems to be very popular with the community</a>.<br />
<strong>Kreuvf:</strong> When looking at the features that definitely come with 2.1 what would you say is your No. 1-feature, if you have one?<br />
<strong>EvilGuru:</strong> Definitely the <em>cross platform networking code</em>, that for the first time allows for Linux/Mac/Windows users to play each other. This is more important than ever in the 2.1 release due to the addition of 64-bit support.<br />
<strong>Kreuvf:</strong> How has the bandwidth you need to play Warzone 2100 changed with the new netcode?<br />
<strong>EvilGuru:</strong> It should be exactly the same as with the previous netcode, a bit more in some places, a bit less in others. However, Warzone&#8217;s network code it extremely efficient. A 4 player game (two humans, two AIs) even in the midst of battle only requires around 1.4 <a href="http://en.wikipedia.org/wiki/Binary_prefix" title="Binary prefix" lang="en" rel="nofollow">Ki</a>B/s. This makes the <em>game very playable even on dial-up connections</em>.<br />
<strong>Kreuvf:</strong> In the <a href="http://blog.warzone2100.de/2007/08/06/developer-interview-1-giel-van-schijndel/" title="Developer interview #1 - Giel van Schijndel" lang="en">interview with Giel</a> internationalisation was mentioned. How much of the i18n-stuff is done by now? And will 2.1 ship with several language-files or will it be in English only?<br />
<strong>EvilGuru:</strong> The new text rendering system is now completely integrated into Warzone. So all that remains is to touch up the language files. Luckily many of the developers are bi-lingual and so I do not foresee any problems with i18n.<br />
<strong>Kreuvf:</strong> What other contributions to the project did you make since you joined?<br />
<strong>EvilGuru:</strong> I added a new <em>video options menu</em> which allows for changing of resolution, setting fullscreen/windowed mode from within Warzone so you do <em>not need to edit a config file</em>.</p>
<p>Also there is a lock cursor mode which makes the game playable in windowed mode as the <em>cursor stays in the window</em> when the game is not paused. And for lower end systems I added the ability to <em>change the texture size</em> so those systems should get a much better experience as now you can play in a window with smaller textures and hopefully get <em>better performance</em>.</p>
<p>I have been very active on the balance/gameplay side of things &#8212; trying to make the game more tactical and fair. One of the things I am very big on is experience and so most of my work has been focussed there.</p>
<p>First of all I introduced the <em>partial kills system</em> so it is easier to level up. Previously a unit only got a &#8216;kill&#8217; when it killed something. I, however, was not a fan of this, as if a Lancer takes another unit down to 5% HP, but while it is reloading a cyborg fires a few shots its way and kills it the cyborg will get the kill. With the partial kills system you get kills for what you do. So with the new system the lancer unit in the above example would have .95 kills and the cyborg .05 kills.</p>
<p>More recently this has been augmented by a <em>&#8216;quality factor&#8217; system</em>. So if an expensive/high HP unit kills a cheaper/weaker unit it will gain less experience than if the case was reversed.</p>
<p>However, I am not stopping there! Now that the level-up system is &#8216;fair&#8217; for the most part I plan to <em>make experience have a greater effect</em> on the outcome of battles. This includes making more experience units more accurate and dealing out more damage; while currently experience only reduces the amount of damage a unit takes when it is hit.</p>
<p>Furthermore I am also working on the recycling system. Currently I feel it is an under-used and under-rated feature of the game. So in order to make it more useful I have made it so that <em>recycling old units will make newer units build faster</em>. Of course there are some checks and safe-guards to prevent it from being exploited.<br />
<strong>Kreuvf:</strong> So all in all people will have more resources for production when they recycle which of course will heat up battles a lot.<br />
<strong>EvilGuru:</strong> Yes, a player who recycles will be able to churn out his army faster, quicker (less power required) and it will be experienced out of the box. It should make <em>battle more tactical</em>, as it is more important than ever to preserve your units and on the flip side not give your opponent &#8216;free&#8217; experience.<br />
<strong>Kreuvf:</strong> Did you change anything regarding the experience stack? Can you assign a rank to a unit or has nothing changed in that matter so you still have the highest/best rank for the first produced unit?<br />
<strong>EvilGuru:</strong> It still picks the highest first. The reason for not changing this was because it would add both another level of complication that one does not need in the middle of a heated battle.<br />
<strong>Kreuvf:</strong> Okay, that was my last question then, EvilGuru, and I&#8217;d to thank you for this interview.<br />
<strong>EvilGuru:</strong> Thank you!</p>
<p><a href="http://board.warzone2100.de/11rc3/index.php?topic=1507.0">Comment on this article</a> (requires board-account)</p>
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		<title>Special interview #1: Warzone 2100 2.1</title>
		<link>http://blog.warzone2100.de/2007/10/08/special-interview-1-warzone-2100-21/</link>
		<comments>http://blog.warzone2100.de/2007/10/08/special-interview-1-warzone-2100-21/#comments</comments>
		<pubDate>Mon, 08 Oct 2007 14:10:09 +0000</pubDate>
		<dc:creator>Kreuvf</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[English]]></category>

		<guid isPermaLink="false">http://blog.warzone2100.de/2007/10/08/special-interview-1-warzone-2100-21/</guid>
		<description><![CDATA[As announced in the board I had an interview with DevUrandom about the upcoming version 2.1 of Warzone 2100. First some facts about DevUrandom, then the interview: Currently he is studying mathematics and computer science in Germany. In his freetime he does sports and is interested in the middle ages. His first contact with WZ [...]]]></description>
			<content:encoded><![CDATA[<p>As <a href="http://board.warzone2100.de/11rc3/index.php?topic=1469.0" title="Fragensammlung für Interview zu 2.1" lang="de">announced in the board</a> I had an <em>interview with DevUrandom</em> about the upcoming version 2.1 of Warzone 2100. First some facts about DevUrandom, then the interview:<br />
Currently he is studying <em>mathematics and computer science</em> in Germany. In his freetime he does sports and is interested in the middle ages.</p>
<p>His <em>first contact with WZ</em> was on the 8th of July, 2005, which also was <a href="http://developer.berlios.de/bugs/?func=detailbug&#038;bug_id=4477&#038;group_id=2909" title="[ Bug #4477 ] Strange/exotic bug when building+scrolling" lang="en">the day he touched the source-code for the first time</a>. Back then the name was <em>Warzone ReDev</em> and the source-code was hosted at BerliOS. Version 0.1 had been announced on <a href="http://www.linuxgames.com/news/feedback.php?identiferID=7573&#038;action=flatview" title="Warzone 2100 0.1" lang="en">LinuxGames.com</a> and <a href="http://www.linux-gamers.net/modules/news/article.php?storyid=849" title="Warzone 2100 v0.1" lang="en">Linux-Gamers.net</a> two weeks prior to DevUrandom immerging into the world of Warzone. He was immediately fascinated by it (it was the only realtime strategy game for Linux he knew of at that time) and the way to design own vehicles by assembling parts reminded him of his all-time-favorite turn-based strategy game <a href="http://www.firaxis.com/smac/" title="Sid Meier's Alpha Centauri" lang="en">Sid Meier&#8217;s Alpha Centauri</a>.<br />
Some days later his commitment to Warzone started with a <a href="http://developer.berlios.de/feature/index.php?func=detailfeature&#038;feature_id=1100&#038;group_id=2909" title="[ Feature Request #1100 ] UI improvements + some big changes" lang="en">huge wishlist</a> and a few weeks afterwards he was involved with the project.</p>
<p>Since then he worked on many parts of Warzone. Currently he is <em>responsible for creating releases</em> (compiling installers, source-code <a href="http://en.wikipedia.org/wiki/Tar_(file_format)" title="Tar (file format)" lang="en" rel="nofollow">tarballs</a>, announcing on various game sites and notifying Linux distributions). </p>
<p>Some people confuse him with a project leader, which he is not. The core team works fully democratic and those who are considered &#8220;experts&#8221; in the area in question are usually getting paid the most attention, with a slight focus on the &#8220;older&#8221; members. However, the final decision goes to the person actually doing the work.</p>
<p><strong>Kreuvf:</strong> Good day, DevUrandom, nice to have you here today. As you already know I am about to ask you certain questions regarding the upcoming version 2.1 of Warzone 2100.<br />
<strong>DevUrandom:</strong> Sure, go on.</p>
<p><strong>Kreuvf:</strong> The version is <a href="http://wiki.wz2100.net/doku.php?id=roadmap:2.1&#038;rev=1186308993" title="roadmap:2.1 - Warzone2100 Wiki" lang="en">scheduled for x-mas 2007</a> and it was announced as a network-release. Could you explain what that means in detail?<br />
<strong>DevUrandom:</strong> We want to get <em>2.1 out roughly at the end of the year</em>. We don&#8217;t guarantee that it will be ready to lie under your christmas tree (or however you celebrate christmas, if at all), but that is the target we aim at. The <em>main &#8220;feature&#8221;</em> is to get the <em>networking stable</em> on and between all systems, hence the name.</p>
<p>Therefore we will replace the underlying network code with something that is not so prone to differences which may arrise from using different operating systems and 32bit/64bit systems. That system (the author calls it &#8220;netprimitives&#8221;) is to <em>large parts written by Freddie Witherden (EvilGuru)</em> and currently being merged into Warzone.</p>
<p><strong>Kreuvf:</strong> So you will actually be able to have a match vs. someone who uses Linux, someone who uses Mac OS X and someone who uses Windows without any problems?<br />
<strong>DevUrandom:</strong> That is the goal, yes. As we follow a development model which makes the game <em>more and more stable as the patch version increases</em>, it may not be optimal at 2.1.0, but we always do our best to deliver the best possible gaming experience.</p>
<p>Sidenote on Warzone versioning: 2.1.0&nbsp;->&nbsp;major version&nbsp;=&nbsp;2, minor version&nbsp;=&nbsp;1, patch version&nbsp;=&nbsp;0. Major version increases happen only very very seldomly when something really groundbreaking is changed. Minor version may also be called feature version: We include new features into those. Patch version, aka bugfix versions are only intended to fix bugs.</p>
<p><strong>Kreuvf:</strong> Besides the changes on the net-code, what <em>other changes</em> are scheduled for 2.1? And how will those changes affect the <em>minimum requirements</em> for Warzone 2100?<br />
<strong>DevUrandom:</strong> What is already done:</p>
<ul>
<li>AIVolution by Troman: An <em>enhanced AI</em> with learning capabilites.</li>
<li>Multiturrets by Watermelon: Droids (which is how Warzone calls the units) can have <em>multiple turrets</em> instead of just one. Think of it like a tank: It has a cannon for long distance shooting on armored vehicles and an MG for close range defense against soft targets.</li>
<li>Improved AI target selection (<acronym title="as far as I know">afaik</acronym> Troman+Watermelon): <em>Droids should select the targets they attack more intelligently</em>.</li>
<li>Collision-based hit-system by Watermelon: If a target is hit by a projectile or not is no longer predicted by a dice system. Instead the <em>projectiles really damage only the target which they hit</em>. If the unit that was fired at moves away while the projectile is in flight, it won&#8217;t be damaged anymore as it is not hit.</li>
<li>The <em>scripting language was enhanced</em> by Troman. It now supports strings, functions with local variables and and and&#8230;</li>
<li>A system which provides the <em>ability to assign armor to each side of a droid</em> (as opposed to the droid as a whole) was written by Watermelon. This means that you could have tanks which are weakly armored on the top and behind, but very strong on the front. This should support mods with higher focus on tactics. (It is not yet used in Warzone itself.)</li>
</ul>
<p>Besides the netcode, I am <em>currently working/testing</em> different things with graphics, of which one is a <em>rewritten terrain renderer</em> and another is <a href="http://en.wikipedia.org/wiki/TrueType" title="TrueType" lang="en" rel="nofollow">TrueType fonts</a>. The <a href="http://en.wikipedia.org/wiki/Renderer" title="Rendering (computer graphics)" lang="en" rel="nofollow">renderer</a> is a lot in flux currently and techniques of rendering are tried and thrown away a lot, so it may not be ready for the freeze (testing period before the release) and thus not 2.1, even though I try my best.<br />
As the TrueType fonts may be very useful for translations (you can theoretically support every language), I am focussing on that now. (And it is a little bit easier to implement as well, since there are not 1001 ways of doing it.) (Editor&#8217;s note: interview was held on 23rd Sep. 2007 and TrueType has by date of publication been implemented by Giel using QuesoGLC) Which brings me to another major change not mentioned yet: <em>NLS (Native Language Support)</em></p>
<p>If you have tried the current snapshots (or been watching the mailinglist or svn/trunk), you may already have noticed the <em>option &#8220;NLS&#8221; in the component selection</em>. It means that <em>now it is [should be] possible to translate Warzone to virtually every language</em> and have users select which language they want while Warzone runs. Before <em>every piece of text in the menus was hardcoded</em> in the executable and things like unit descriptions, mission briefings came in <em>lots of textfiles</em>. Now the <em>strings are all in one location</em> and can be translated more easily. You don&#8217;t have to reinstall Warzone to change the language.</p>
<p>Requirements: The <em>new hitsystem</em> may be <em>slightly more demanding on the CPU</em>, but I doubt you will notice that. The rendering techniques for the terrain renderer are too much changing at the moment as that I could give any estimate on that.</p>
<p>Generally we <em>try to support as many people as possible and reasonable</em>. So there won&#8217;t be a return of the software renderer and if you have something on par with a <em>Radeon or GeForce card</em> you should be on the safe side. If the renderer makes it in time, Vertex Arrays (VA) will definitely be required, but even TNT grade cards support that as far as I know.</p>
<p><strong>Kreuvf:</strong> Wow, that&#8217;s overwhelming. That enhanced AI by Troman: In what way will it be &#8220;enhanced&#8221;? Will it make better tactic-decisions and how does the learning take place?<br />
<strong>DevUrandom:</strong> You better ask Troman himself about this. I can tell you that it was <em>rewritten from ground up</em> and that it can <em>remember where you attack</em> it usually and with which weapons, so that it can build better defenses against you the next time.</p>
<p><strong>Kreuvf:</strong> So the learning does not imply inter-game-learning, it&#8217;s more like match-restricted learning &#8211; the AI learns for one match and doesn&#8217;t save anything?<br />
<strong>DevUrandom:</strong> No, I think it saves per-map data so it can gain <em>advantage from earlier games</em> and improve its tactics over multiple sessions. What I definitely know is that <em>messing with it is a tough task</em>, even for more experienced players.</p>
<p><strong>Kreuvf:</strong> Sounds like a tougher AI &#8211; something people have looked for since Warzone&#8217;s initial release in 1999.</p>
<p>I want to come to my last topic for today: Balancing. As you most probably know I am a balance-fanatic and all those changes seem, to me, to affect the overall-balancing alot. The question now is: How noticeable regarding the balancing are those changes, e.g. are some weapons that were weak before strong now?<br />
<strong>DevUrandom:</strong> Especially the hitsystem affects balancing a lot. Long range attacks or shooting on fast moving targets <em>can be quite inaccurate</em> now. The latter applies e.g. to VTOLs, which became quite hard to hit. This was compensated by <em>bigger hitboxes</em> (you may know that from games like Counter-Strike), to make the effect less visible. Long range artillery may also have some problems now. We will try to compensate for that till the release and tune balancing during the 2.1 release cycle and for 2.2 (which is targeted summer next year). But long range shots and shots on fast targets will definitely be harder than before. This should bring in more tactics and <em>help smaller but faster units</em>, like Cyborgs.</p>
<p>Note: I am not too much involved with balancing or playing and neither do I play since the beginning, so <em>take my answer with caution</em>.</p>
<p><strong>Kreuvf:</strong> Okay, DevUrandom. Thank you very much for this interview and for exhaustingly answering all the questions.<br />
<strong>DevUrandom:</strong> You are welcome.</p>
<p><a href="http://board.warzone2100.de/11rc3/index.php?topic=1483.0">Comment on this article</a> (requires board-account)</p>
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		<title>Developer interview #1 &#8211; Giel van Schijndel</title>
		<link>http://blog.warzone2100.de/2007/08/06/developer-interview-1-giel-van-schijndel/</link>
		<comments>http://blog.warzone2100.de/2007/08/06/developer-interview-1-giel-van-schijndel/#comments</comments>
		<pubDate>Mon, 06 Aug 2007 17:57:03 +0000</pubDate>
		<dc:creator>Kreuvf</dc:creator>
				<category><![CDATA[English]]></category>
		<category><![CDATA[Miscellaneous]]></category>

		<guid isPermaLink="false">http://blog.warzone2100.de/2007/08/06/developer-interview-1-giel-van-schijndel/</guid>
		<description><![CDATA[More than two months ago I asked the German community to submit questions for developer-interviews. And with those question in my pocket I did my first interview with a developer of Warzone 2100 GPL. This first developer-interview has been conducted with Giel van Schijndel. He is 19 years old, lives in the Netherlands and describes [...]]]></description>
			<content:encoded><![CDATA[<p>More than two months ago I asked the German community to submit questions for developer-interviews. And with those question in my pocket I did my first <em>interview with a developer</em> of Warzone 2100 GPL.</p>
<p>This first developer-interview has been conducted with <em>Giel van Schijndel</em>. He is 19 years old, lives in the Netherlands and describes himself as &quot;programming-addicted&quot;. He just finished his degree in food-technology and is now starting with computer engineering.</p>
<p><b>Kreuvf:</b> What&#8217;s probably the interesting thing is: How did you find Warzone 2100 and since when are you part of the team of the Warzone Resurrection Project?<br />
<b>Giel:</b> Well, I found Warzone itself in a toy store; as for how I found this &#8220;resurrection project&#8221; I don&#8217;t remember anymore. But I started programming on it around <em>November/December 2006</em>.<br />
<b>Kreuvf:</b> What is your main intention when working on Warzone 2100? In other words: What&#8217;s your motivation to work on Warzone 2100?<br />
<b>Giel:</b> Well some goals are: making the code very clean (up to beautiful, if possible), also making the game very mod-friendly is a favourite of mine.<br />
I&#8217;m currently working on <em>re-implementing the sound-library</em> (the current implementation is rather flawed), adding <em>UTF-8 support</em>, adding font rendering support.<br />
And <em>EditWorld</em>, we shouldn&#8217;t forget that; I&#8217;m busy on making it work on other platforms than just Windows currently.<br />
<b>Kreuvf:</b> Version 2.1 is scheduled for Christmas 2007 and we can expect lots of new things. But what is your No. 1-feature of 2.1?<br />
<b>Giel:</b> Although I don&#8217;t really have a personal No. 1, I would say UTF-8 and general multi-language support.<br />
<b>Kreuvf:</b> Which brings us straight to the next topic: <em>Internationalisation</em>. People from the German community want to know, if currently somebody of the <acronym title="Warzone Resurrection Project">WRP</acronym> is working on complete translations of all texts in-game and if there will be translated voice-files as well in the future.<br />
<b>Giel:</b> Well, I (and some others) are currently working on making internationalisation (aka i18n) support better. That way it will be <em>possible to translate most of the in-game texts</em>. As for German: I think very <em>large portions</em> of Warzone&#8217;s texts <em>already have been translated into German</em>.<br />
<b>Kreuvf:</b> How would one contribute a translation? Are there any special programs one would need in order to do the translation?<br />
<b>Giel:</b> Currently we use &#8220;<a href="http://directory.fsf.org/localization/gettext.html">GNU gettext</a>&#8221; to add translation support. Most of those gettext-files (they&#8217;re called translation catalogs) can be edited by <a href="http://www.poedit.net/">poEdit</a>, which is a <acronym title="graphical user interface">GUI</acronym> for translators. Then, when you have created/edited/updated a translation file, you can send it to the mailing-list and we&#8217;ll add it to the translations.<br />
<b>Kreuvf:</b> Sounds quite easy to me :D<br />
<b>Giel:</b> It is, and should be easy.<br />
<b>Kreuvf:</b> Okay, that was my last question, Giel. So: Thank you for this interview.<br />
<b>Giel:</b> Happy to be of assistance.</p>
<p><a href="http://blog.warzone2100.de/2007/08/06/entwicklerinterview-1-giel-van-schijndel/">German translation of this interview</a></p>
<p><a href="http://board.warzone2100.de/11rc3/index.php?topic=1420.0">Comment on this article</a> (requires a board-account)</p>
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		<title>New design for old stuff (1)</title>
		<link>http://blog.warzone2100.de/2006/11/27/new-design-for-old-stuff-1/</link>
		<comments>http://blog.warzone2100.de/2006/11/27/new-design-for-old-stuff-1/#comments</comments>
		<pubDate>Mon, 27 Nov 2006 20:16:52 +0000</pubDate>
		<dc:creator>Kreuvf</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[English]]></category>

		<guid isPermaLink="false">http://blog.warzone2100.de/2006/11/27/new-design-for-old-stuff-1/</guid>
		<description><![CDATA[Today I thought about how warzone looks like for someone who never played it before. With the &#8216;look&#8217; I mean the design and presentation of data in-game. So I think you all know the construction menu. On the right is a full animation of all eight tabs you can/must click through to find a specific [...]]]></description>
			<content:encoded><![CDATA[<p>Today I thought about how <em>warzone</em> looks like <em>for someone who never played it before</em>. With the &#8216;look&#8217; I mean the design and presentation of data in-game.</p>
<p><img src="http://blog.warzone2100.de/wp-content/uploads/2006/11/buildmenutabs.gif" alt="Animation of a full 1.10 building list" class="floatr"/>So I think you all know the <em>construction menu</em>. On the right is a full animation of all eight tabs you can/must click through to find a specific building. For those who played warzone a hundred times already there&#8217;s nothing new to this and you know that the fortresses can be found on the last tab or last two tabs. But how does this look like for a newbie? For someone who never played warzone before? For someone who is used to comfortably arranged and sorted construction menus? In one word: <em>confusing</em>.</p>
<p>As I think that it&#8217;s one of the <em>aims of the future development</em> of warzone to make the game <em>more newbie-friendly</em> one of the main problems is the construction menu. And I have an idea for a solution to this problem.</p>
<p>The game internally distinguishes between different structure types and the idea is to <em>make this distinction visible</em> in-game. </p>
<h4>Explanation</h4>
<p>On the top you don&#8217;t have the tabs anymore, at least not as the <em>first &#8216;level&#8217;</em>. Instead there are buttons indicating the <em>structure-category</em>. Clicking one of these buttons may lead to a <em>second level of buttons</em>. Perhaps the category-tree then looks like this:</p>
<ul>
<li>Base Structures
<ul>
<li>Energy Management
<ul>
<li>Power Generator</li>
<li>Power Generator Module</li>
<li>Oil Derrick</li>
</ul>
</li>
<li>General Base Structures
<ul>
<li>Command Center</li>
<li>Commando Relais</li>
<li>Research Center</li>
<li>Research Center Module</li>
</ul>
</li>
<li>Production and Repair
<ul>
<li>Factory</li>
<li>VTOL Factory</li>
<li>Factory Module</li>
<li>Cyborg Factory</li>
<li>Repair Facility</li>
<li>VTOL Rearming Pad</li>
</ul>
</li>
</ul>
</li>
<li>Defense Structures
<ul>
<li>Intelligence
<ul>
<li>Hardened Sensor Tower</li>
<li>CB Tower</li>
<li>VTOL Strike Tower</li>
<li>VTOL CB Tower</li>
<li>Wide Spectrum Tower</li>
<li>Satellite Uplink Center</li>
</ul>
</li>
<li>Artillery
<ul>
<li>Bombard Pit</li>
<li>Pepperpot Pit</li>
<li>Incenediary Mortar Pit</li>
<li>EMP Mortar Pit</li>
<li>Ground Shaker Emplacement</li>
<li>Hellstorm Emplacement</li>
<li>Incenediary Howitzer Emplacement</li>
<li>Angel Missile Emplacement</li>
<li>Archangel Missile Emplacement</li>
</ul>
</li>
<li>Bunkers and Emplacements
<ul>
<li>Rotary MG Bunker</li>
<li>Lancer Bunker</li>
<li>Tank Killer Emplacement</li>
<li>Inferno Emplacement</li>
<li>Plasmite Flamer Emplacement</li>
<li>HPV Cannon Emplacement</li>
<li>Twin Assault Cannon Emplacement</li>
<li>Railgun Emplacement</li>
<li>Gauss Cannon Emplacement</li>
<li>Flashlight Emplacement</li>
<li>Pulse Laser Emplacement</li>
<li>Heavy Laser Emplacement</li>
<li>Plasma Cannon Emplacement</li>
</ul>
</li>
<li>AA Structures
<ul>
<li>Cyclone AA Site</li>
<li>Whirlwind AA Site</li>
<li>Vindicator SAM Site</li>
<li>Stormbringer AA Laser Site</li>
<li>Assault Gun Hardpoint</li>
<li>Twin Assault Gun Hardpoint</li>
<li>Cyclone Hardpoint</li>
<li>Whirlwind Hardpoint</li>
<li>Avenger Hardpoint</li>
<li>Vindicator Hardpoint</li>
<li>Heavy Rocket Bastion</li>
</ul>
</li>
<li>Hardpoints and Towers
<ul>
<li>Assault Gun Hardpoint</li>
<li>Twin Assault Gun Hardpoint</li>
<li>Tank Killer Hardpoint</li>
<li>Scourge Missile Hardpoint</li>
<li>Assault Cannon Hardpoint</li>
<li>HPV Cannon Hardpoint</li>
<li>Heavy Cannon Hardpoint</li>
<li>Railgun Hardpoint</li>
<li>Gauss Cannon Hardpoint</li>
<li>Flashlight Hardpoint</li>
<li>EMP Cannon Hardpoint</li>
<li>Mini-pod Rocket Guard Tower</li>
<li>Scourge Missile Tower</li>
<li>Needle Gun Tower</li>
</ul>
</li>
<li>Special Defense Structures
<ul>
<li>Nexus-Link Tower</li>
<li>Laser Satellite Command Post</li>
<li>Cannon Fortress</li>
<li>Mass Driver Fortress</li>
<li>Missile Fortress</li>
<li>Heavy Rocket Bastion</li>
</ul>
</li>
</ul>
</li>
</ul>
<p>The &#8216;demolish structure&#8217; (which is an own structure internally) is shown on every page. &#8216;Wall&#8217; and &#8216;Tank Trap&#8217; are shown on every page of the Defense Structures. As you may notice some structures are in more than one category.</p>
<p>My hope is that these categories will make it into the game at some point in the future. To preserve the feeling of the original warzone this should be an <em>on- and off-turnable feature</em>.</p>
<p><a href="http://board.warzone2100.de/11rc3/index.php?topic=1287.0">Comment on this</a> (board-account neccessary)</p>
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