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 Post subject: Development blog
 Post Posted: Sat Dec 11, 2010 11:43 am 
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Ronimo Team Member
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One of our programmers (me ;)) has a development blog which talks about all kinds of things around development, including stuff about Swords & Soldiers. The newest blog post talks about how the settings system for Swords & Soldiers work. If you are interested in how games are made, this may be a nice read. :ugeek:

Blogpost: All the settings


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 Post subject: Re: Development blog
 Post Posted: Sat Dec 11, 2010 11:49 am 
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Location: Rotterdam - The Netherlands
Nice


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 Post subject: Re: Development blog
 Post Posted: Sat Dec 18, 2010 6:36 pm 
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Ronimo Team Member
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I wrote another blogpost about the development of Swords & Soldiers. This time about how we designed levels without having the time to create real tools for that.

Designing levels without tools


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 Post subject: Re: Development blog
 Post Posted: Sat Jan 01, 2011 5:23 pm 
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Ronimo Team Member
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Another blogpost about development of Swords & Soldiers! This time about how the AI was developed:

AI in Swords & Soldiers (part 1)


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 Post subject: Re: Development blog
 Post Posted: Sat Jan 08, 2011 12:55 pm 
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New blogpost about Swords & Soldiers development! With more interesting details on how our AIs work, and an image of the insane size of the Chinese skirmish AI. :ugeek:

AI in Swords & Soldiers (part 2)


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 Post subject: Re: Development blog
 Post Posted: Sat Jan 08, 2011 1:00 pm 
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Nice post. Very interesting, and it sounds as lots of work 2 make it that way. Can't wait 2 c newer games using AI that way and make games fun as always


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 Post subject: Re: Development blog
 Post Posted: Sat Jan 15, 2011 7:40 pm 
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Ronimo Team Member
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New blogpost about development of Swords & Soldiers! This time about how incredibly complex balancing really is. People often think balancing is just about making all factions equally strong, but there are several other forms of balance that are just as important! You can read more about it here:

The many faces of balance in an RTS


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 Post subject: Re: Development blog
 Post Posted: Sun Mar 11, 2012 11:34 pm 
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Ronimo Team Member
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We recently released a patch that fixes a network bug in Swords & Soldiers. For those interested, I wrote a blogpost about what happened exactly:

The weird cause of Swords & Soldiers network errors

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 Post subject: Re: Development blog
 Post Posted: Fri May 29, 2015 7:32 pm 
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I recently uncovered a five-years-old postmortem on Swords and Soldiers. In there I found an interesting quote:

Ronma wrote:
Another thing which came very late was the actual balance between factions. Halfway through development, we had the impression that the balance was okay, since we did a few basic balancing sessions at the start. But by the time the campaigns were nearly done, we decided to take another hard look at this balance. It turned out that the balance was horrible and would need a lot of work.

Once we started investing in this work, it of course shook up a lot of the work on the campaign. Levels were suddenly way too hard, or too easy. This added another chunk of unexpected work. Needless to say, we learned a lot about the sequence in which we should design our games.


Err... That is? :X I mean, what's the corrected sequence in which the game should be designed? If it's not "do a balancing at the start, then basing on it make a campaign, and polish the rest"? :X

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Goddamnit VienLa, stop making assumptions everyone around you is omniscient. :shady:


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 Post subject: Re: Development blog
 Post Posted: Sat May 30, 2015 10:20 pm 
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Ronimo Team Member
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It is a lot more complex than that. Ideally balance is finished before campaign development starts, but that can only be done in theory. In practice balance insights keep shifting throughout development, so balance is never finished.


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