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Going core on the browser

Going core on the browser. How to make Jagged Alliance into a Browser Game. Cliffhanger Productions. Founded as Production Company in 2006 Development Studio since 2010 Current team size: 20. Jagged Alliance series. Hardcore turn- based tactical strategy game

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Going core on the browser

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  1. Goingcore on thebrowser HowtomakeJaggedAllianceinto a Browser Game

  2. Cliffhanger Productions • Founded as Production Company in 2006 • Development Studio since 2010 • Current team size: 20

  3. JaggedAllianceseries • Hardcore turn-basedtacticalstrategygame • JaggedAlliance (1994), JaggedAlliance 2 (1999) • Still activefan-baseworking on extensions

  4. JaggedAlliance Online • Unity-based turn-based f2p Browser game • Development time: 14 months • >100 missions, PvP, managementlayer

  5. 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

  6. 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

  7. 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

  8. 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

  9. Challenges & Solutions • Build a gamewith a client-style scope in a short time • Detailed modular game design up-front • Usemiddlewareto jump startdevelopment • Investintotoolstobedatadriven

  10. 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

  11. 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

  12. Thankyou Thanksforyourattention! Questions?

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