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Learn how Cliffhanger Productions brought the iconic Jagged Alliance series to browsers, appealing to hardcore fans while modernizing the game and maintaining its essence. Discover the challenges faced and solutions implemented to create a visually stunning yet accessible experience for players.
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Goingcore on thebrowser HowtomakeJaggedAllianceinto a Browser Game
Cliffhanger Productions • Founded as Production Company in 2006 • Development Studio since 2010 • Current team size: 20
JaggedAllianceseries • Hardcore turn-basedtacticalstrategygame • JaggedAlliance (1994), JaggedAlliance 2 (1999) • Still activefan-baseworking on extensions
JaggedAlliance Online • Unity-based turn-based f2p Browser game • Development time: 14 months • >100 missions, PvP, managementlayer
Target audience • Hardcore-fans • People wholovedthegame back in thedays • Browser game and Facebook gameplayerswhowantmore • Core gamers Conclusions: • Modernize but staytruetotheessence of the original • Makeitmoreaccessible • Makeitlookgood, but run on low-specmachines Mid- core
Technology choice • Flash: • Original game was 2D, so fanswouldacceptit • Hugeinstalledbase, easy access • „Realistic“ graphics style wouldmakehugedownload • Old-schoollook, nospecialeffects • Team experience in RT3D • Unity • Next-gen browsergamefeeling • Great toolstheteamisexperienced in • Mediocrespread • High hardwarerequirements, plug-in installation
Challenges & Solutions • Great looking, but playable on low-spechardware • Alwayshave different assetqualitylevels in mind • Optimize, optimize, optimize (Background streaming, textureoptimization) Low-end dual-core netbook, 20fps High-end quad-core PC, 60 fps
Challenges & Solutions • Managing hugeamountsofcontent and code • Split upcode and contentprojects • AvoidusingUnityscripts, but share C# code • Set upsophisticateddeploymentprocesses (Automatednightlybuild, distributedbuildagents) • Build a solid code-base in a short time framethatcanbere-used • Set upsophisticatedtestingprocesses (continuousintegration, testcases) • Useunittesting
Challenges & Solutions • Build a gamewith a client-style scope in a short time • Detailed modular game design up-front • Usemiddlewareto jump startdevelopment • Investintotoolstobedatadriven
Challenges & Solutions • Accessibleand challengingforbothgamertypes • Have a large PvEpart, and slowlyintroducemultiplayer • Focus on interface design and accessibility • Satisfyexpectationsoffans • Communicatewiththecommunity a lot • Focus grouptestinsteadof A/B testing
Summary • Look good, but run on low-spec hardware • Include fans in development process • Invest in tools to be data driven • Focus on accessibility, easy deployment and testing processes
Thankyou Thanksforyourattention! Questions?