a note from the designer — ultimate general_ gettysburg

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  • 8/9/2019 A Note From the Designer Ultimate General_ Gettysburg

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    ABOUT DEVELOPER'S BLOG FORUM CONTACT

    A note from the designer

    We have announced the end of Early-Access and the full release of the game.

    Ultimate General: Gettysburg has been completed and today, we would like

    to describe what it offers.

    We proudly announce Ultimate General: Gettysburg, a strategy game whichgives emphasis to tactics and introduces many innovative features. A

    complete feature list is available to read on our front page:

    . But, lets discuss these features a bit more.

    Dynamic Battle

    The Battle of Gettysburg was undoubtedly one of the most decisive battles of

    the American Civil War and lasted 3 days. This battle was very interesting to

    simulate, not only because of its importance, but because it was fought at a

    eld which gave many tactical opportunities.

    Historically, the Union claimed victory, but both sides suffered similar

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    numbers of casualties. However, the

    strategic and political cost for the

    Confederates was larger due to a

    shortage in manpower and

    resources.

    In Ultimate General: Gettysburg,

    there is an opportunity for the

    Confederates to decisively win the

    battle. Arguably, the battle would

    have taken a completely different

    course had Ewell tried to take

    Cemetery Hill on the rst day. The

    game offers such opportunities to

    the player for both sides.

    There is no pre-determined way to play. Forces arrive from historical

    directions, but can be delayed or arrive sooner. The rst engagement where

    Buford attempts to delay the Confederates' advance plays a big role in how

    the battle will escalate, as an opening move does in chess. The next battle

    scenario is dened depending on key objectives secured and casualties,

    condition and disposition of units are recorded and transferred as well.

    After a battle, there can be up to 4

    different strategic decisions. For

    example, if you play as theConfederates and have failed to take

    Cemetery Hill before evening, you

    can decide to attack it again the

    same day, rest and attack tomorrow

    or try to ank from Devil's Den with

    fresh forces (historical option).

    This way, the Battle of Gettysburg

    becomes a dynamic combination of many different phases which playsdifferently each time, with differing strategies and AI opponents. Battle

    phases can be up to 8 if the battle lasts 4 days and can last from about 30

    min to more than an hour.

    Since the battle campaign could take a long time, weve implemented a

    system which allows you to save during any battle phase. After the end of a

    battle engagement, you can also examine the performance of the units and

    review the full order of battle for both armies.

    Accurate map and 3D look

    IN THE NON-LINEAR BATTLE CAMPAIGN YOU CAN

    PLAN WHAT WILL BE YOUR NEXT STRATEGIC MOVE.

    BUFORD ATTEMPTS TO DELAY THE CONFEDERATES

    BEFORE THEY GAIN FOOTHOLD TO THE STRATEGIC

    GROUND AROUND THE TOWN.

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    The map is literally hand drawn by our graphics team. Every pixel was made

    by using accurate historical map data and satellite imagery. We added every

    important location and marked it on the map with subtle names, showing

    exactly where famous clashes between the armies had taken place. The

    special miniature art style is framed by the edge of the map, giving the

    impression of playing on a wooden table.

    We did not use a demanding 3D graphics engine so as to support tablet

    gameplay with many thousands of soldiers, though we did use tricks tocreate depth of view. Unit formations bend and scale according to terrain

    and soldiers are covered by trees and buildings. Additionally, you can enable

    the special Tilt-Shift image lter which enhances the 3D perception and

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    provides a unique visual experience.

    Terrain gives l ife to tactics

    Every little detail on the map, such a

    wooded areas, slight elevations,

    creeks, lone farmhouses, all play arole in gameplay, affecting cover,

    height advantage and movement

    penalties. By advancing on the map,

    you quickly recognize defensive

    strongpoints that you must secure.

    As the Union, you will notice at rst

    how important Oak and Seminary

    ridges are. The forested and builtareas provide excellent cover for

    deployment and protection of your

    frontline. McPherson ridge becomes

    a valuable artillery platform which

    provides visibility to wide areas. While on open ground, youll notice your

    men to drop like ies to close range re.

    After a few minutes of playing, it becomes understandable that assaulting a

    fortied position will not be an easy task. Flanking maneuvers and proper

    timing are essential if you do not want enormous casualties. Finding the best

    strategic locations for your artillery and infantry, in a dynamic way as

    Generals would do in a real battleeld is a challenge of its own.

    Eventually, you do witness the cost of a frontal assault on Cemetery Ridge on

    a fully prepared Union army. Youll understand why Blocher's Knoll was a

    vulnerable defensive position and that holding Culps Hill was one of the

    most important goals. Even if you have not read anything about this glorious

    battle, we think that by playing the game, you will be motivated to research

    it, just because we really tried to simulate all the important tactical

    parameters and historical facts, inside the limitations of the game engine of

    course.

    Complex l ine of sight

    Strategic depth of the map is fullled with the specially designed Line of Sight

    (LoS), which simulates a realistic visibility range. In most RTS games, you have

    simple fog of war that is revealed by your units' constant vision radius.

    We use a much more complex system that takes into consideration the

    terrain and altitude. For example, your unit cannot see and target an enemy

    HILLS ARE STRATEGICALLY IMPORTANT. THEY

    PROVIDE INCREASED LINE OF SIGHT, PROJECTILE

    RANGE AND MORALE BONUS.

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    that is hidden behind a steep hill or

    heavily forested area, even if it is

    included in its maximum visibility

    range.

    It is vital that your army spreads out

    enough on the map and secures

    hills to be able to observe the

    battleeld successfully. You will

    notice the importance of LoS right in

    the rst battle as Confederates,

    while you progressively capture the

    ridges ahead of you. The Union

    reinforcements are only spotted

    when you are very close to them

    and your artillery superiority cannot

    be utilized because of poor visibility.

    The Friendly Fire system supplements LoS and makes tactics more

    demanding. Units cannot shoot with full eciency if their visibility is blocked

    by friendlies, if at all. Consequently, if you mass your forces into a small area,

    your effective repower is reduced while casualties increase due to collateral

    damage.

    An AI that we think is unique

    The biggest design effort was

    concentrated on making the AI a

    worthy opponent. It was the most

    dicult task, because we did not

    want to provide the usual statistical

    bonuses of other games. We

    strongly believe that these kinds of

    AI boosts actually spoil gameplay,

    especially in strategy games wherethe challenge must be based on skill

    and not on cheats.

    The AI is not scripted and makes

    decisions by evaluating nearby

    threats, height of the ground,

    morale and strength of opponents,

    captured objectives and many other parameters, mirroring what a human

    player does.

    Nine AI personalities arrayed in 3 aggressiveness levels compose the

    diculty table. Each AI General is very distinctively different. This becomes

    HILLS AND TERRAIN REALISTICALLY OBSTRUCT

    VISIBILITY.

    THE GAME DIFFICULTY PANEL IS CONSISTED BY 9

    DIFFERENT AI PERSONALITIES.

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    clear in large scale battles. A defensive AI will have a tendency to prefer a

    more cautious advance, pause to bombard the enemy with artillery and keep

    plenty of reserves. An aggressive AI will most possibly use whatever it has in

    its arsenal to secure the key objectives and wipe out your army.

    THE AI IS ABLE TO MAKE THICK DEFENSIVE LINES TO REPEL YOUR ASSAULTS.

    Winning a single battle against the AI does not win the battle campaign. For

    example, you may win the rst battle as the Union by cornering the AI on

    Herr Ridge, only to realize in the next battle that you are surrounded and

    isolated.

    All the AI opponents can eciently execute basic tactical maneuvers. They

    can ank, deploy artillery on high ground, trace weak points of your lines and

    charge them, make defensive formations and protect objectives, fall back to

    safety and a lot more that cannot be described in a few text lines.

    Another big challenge related to AI was to keep historical facts while

    preserving the AI challenge to standard. This was very dicult for the Union

    AI, which would be vastly outnumbered and attacked from multiple

    directions in the second phase of the battle. Without cheats, the only way to

    make it defend effectively was to make it smarter. Still, theres room for

    improvement and we will continuously enhance the AI with feedback from

    the players.

    The fighting units

    The base unit of Ultimate General: Gettysburg is the infantry brigade,

    consisting of around 1.000 2.000 soldiers. Artillery batteries have up to 6cannons and around 75 - 150 crew. Additionally, there are the smaller

    detached units: skirmishers and cavalry (mounted or dismounted). The

    current ratio of actual forces to rendered troops is 9:1, e.g. 1800 actual men

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    To move your units, you just drag free movement paths with your mouse.

    The intuitive movement arrows resemble old history book images which

    described tactical maneuvers. Ultimate General: Gettysburg allows similar,

    complex anking paths with no hassle.

    If you want to select multiple units, draw a free selection lasso and drag

    around the units. Rotate units by pressing the middle mouse button or the

    TAB key. Map navigation uses the right mouse and you zoom in/out with the

    middle mouse button.

    These are the most important things you need to know. Other control

    features such as double clicking an enemy to charge, using the Hold button

    etc. can be learned by watching the brief in-game video tutorial or by reading

    our complete PDF guide.

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    AFTER THE BATTLE YOU SEE FULL STATISTICS AND THE ORDER OF BATTLE OF BOTH ARMIES.

    Your units are sufficiently self-dependent

    It would still be dicult to control your army if units did not have their own

    AI. In Ultimate General: Gettysburg, your units will assist your commands by

    reacting automatically to threats. For example, they will turn as much as it is

    needed to a nearby threat to shoot it while maintaining the line, or they will

    withdraw to safety if they receive devastating anking re and areoverwhelmed by superior forces.

    Part of the games vision is to play the role of an army General, letting you

    focus on the tactical decisions and care less about micro-managing your

    forces. Lets say that you defend. You can place your brigades in good lines

    and then trust that they can keep their ground effectively, while you observe

    the battleeld and mobilize your reserves. In other similar strategy games

    you would need to constantly reform them in lines, manually rotate units

    which get attacked in the ank etc.

    Replayability and multiplayer

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    The above mentioned features already add good replayability value. The fact

    that the multi-day battle never plays the same because of random events

    and different AI commanders, gives enough incentive to play multiple times

    and research all possible outcomes. Additionally, as you play the campaign

    you can unlock more than 80 custom battles for skirmish mode.

    MULTIPLAYER BRINGS THE TACTICAL CHALLENGE TO A COMPLETE DIFFERENT LEVEL.

    Naturally, multiplayer is the main replayability factor. It currently offers ve

    1vs1 maps and is continuously improved. We will offer more maps, a

    smoother lobby and other features that the community suggests. Notably,the multiplayer experience can test your skills to the maximum, because no

    matter how good the AI is, it is a different challenge to try to beat a human

    opponent.

    Hope you enjoy it

    This small presentation should give a good view of the game. Feel free to ask

    any questions in the comments below or on our community sites. Ultimate

    General is available on Steam for Windows and Mac OS:

    A Tactical Battle Simulator that allows you to

    command thousands of soldiers as a Union or

    Confederate General. The game features the

    most accurately created map, a non-linear

    battle campaign, complex morale, innovative

    control mechanics and smart AI. Lead your$14.99 USD BUY ON STEAM

    Additional platforms and mobile devices will be supported in the near future.

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    We invite you to our forums where you can get support and more answers

    about Ultimate General: Gettysburg:

    With full dedication,

    Nick Darth Thomadis

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    Add a comment11 comments

    Kevin Buster Directorat Self-employment

    Everyone should get it, great rundown Nick!

    Reply Like 21 October at 07:193

    Eirik Stigar Top commenter

    "...The AI is not scripted and makes decisions by evaluating nearbythreats, height of the ground, morale and strength of opponents..."

    Wait, what?

    How the hell does the AI know my units' morale?

    Reply Like Edited 21 October at 08:042

    Ultimate General: Gettysburg

    When we say "Scripted AI" we mean it does not dopredefined things in a scenario. Like in x time, attack yobjective.

    AI evaluates opponent unit strengths and weaknessessimilarly as the human. For example you play and noticethat an enemy unit wavers by its flag. So why the AI not toknow about your morale?

    Reply Like Edited 21 October at 08:303

    Bruno Just University of Sydney

    Superb game for its size, and well worth the price.

    Reply Like 21 October at 07:582

    Louis Cw Linsley Top commenter CCAC

    Great Game. Great summary, Nick!

    Reply Like 21 October at 20:541

    Ryan Daniels Boston, Massachusetts

    Looks cool

    Reply Like 21 October at 09:421

    Jim Obrien Plainedge High School

    probably the most viable options for the confederates ( after thefailure to secure cemetery hill or culps hilll) was a turning movementbelow big top , is that a possibility within this game

    Reply Like 21 October at 08:37

    Ultimate General: Gettysburg

    Map extends quite south below Round Top, so it isfeasible to execute a wider enveloping maneuver invarious battle engagements near that area.

    Reply Like 21 October at 08:581

    Drew English Owner/ Presidentat JCS Canada

    Sure its possible. A flanking move around the right was onoption back then but was not allowed to take place.

    Additionally, if it did take place, they would have run intoarriving federal forces coming from the south andGettysburg probably would have never happened.

    Reply Like 21 October at 12:43

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    PATCH 1.01

    A THANK YOU MESSAGE TO EARLY

    2013-14 Game-Labs

    ote from the designer Ultimate General: Gettysburg http://www.ultimategeneral.com/blog/ultimate-general-is-fully-released