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19
May

Halo Wars Strategic Options

halowars

In case you haven’t already noticed.. Halo Wars strategic options DLC has been released! The community is buzzing at the HaloWars.com community and you can check out all the action in the official thread. Be on the lookout for comments from Robot developers and rest assured they are watching, gathering feedback.

My thoughts? The DLC is fun and is entertaining, its very enjoyable to play for fans of the game and introduces some new play styles which really make you think about new tactics and strategies in order to win.

Unfortunately though there is no multiplayer online except for party games for a majority of the new modes. Alot of players have expressed some sadness about this so I wanted to highlight comments made by Dave Pottinger about the issue:

“None of the DLC was on the disc when it shipped.  The game modes are a small download because they are rules.  There is some new content, but it’s obviously a different type of content compared to a map.  Also, the recent patch added a bunch of missing support/engine groundwork for both DLCs.

We are limited in the number of matchmaking buckets we can use due to Live.  We left a bunch of buckets available for the DLC, but perhaps we made too many team oriented buckets.  We’ll evaluate changing/modifying that as we get feedback.  FWIW, since the DLC modes are generally more team-based than the default game, we skewed the new hoppers to be team-focused as well.” – Dave Pottinger.

Hopefully Microsoft might be able to extend the number of multi player buckets available for their first party game. If not it is possible based on feedback that Robot will be able to mix and match modes as per gamer feedback.

So.. if you want to make your voice heard head over to the thread!

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19
May

Halo Wars DLC is released by Robot Entertainment!

halowars

Hot off the press! Halo Wars DLC has been released on Xbox Live for 800 points! I shall be reviewing the DLC shortly but in the meanwhile I suggest you check out the official blurb below on halowars.com

“Halo Wars” fans can continue the fight in the best selling real-time strategy game on any current generation console. Mixing up the battlefield like never before, Microsoft and Robot Entertainment unleash new game modes in “Strategic Options” today on Xbox LIVE Marketplace for 800 Microsoft Points.

“Strategic Options,” the first Game Add-on for the wildly popular “Halo Wars,” introduces new ways to compete while challenging players to rethink their battle strategies in both single and multiplayer skirmish gameplay. The three new game modes included in the new Game Add-on are:

  • Keepaway Mode: In this “Halo Wars” adaptation of Capture the Flag, teams will battle it out to capture a free-roaming Forerunner Sentinel to score points before the other team. The number of Sentinels needed to win scales with the number of combatants.
  • Tug of War Mode: Players must build a stronger army than their opponents to succeed. Defeating enemies is essential, but success is determined by a combination of the army, buildings and resources left standing in the end.
  • Reinforcement Mode: Players must adapt their tactics and use the ever-changing set of units to outwit and outlast the enemy, all the while facing successive waves of incoming units.

The “Strategic Options” Game Add-on is available on May 19, 2009 on Xbox LIVE Marketplace for 800 MS Points. “Halo Wars” is rated T for Teen by the ESRB and 16+ PEGI and is available worldwide exclusively on Xbox 360. A demo is also available on Xbox LIVE in all LIVE enabled regions worldwide. For more information including screenshots from the “Strategic Options” Add-on, visit Xbox.com/Halo or HaloWars.com.

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16
May

Halo Wars Maps and Environments

halowars

Is that 3v3 maps ahoy? No, sadly not though for all the fans out there in need of them I expect them to be announced in the future. The good news is you can now plan you tactics using the HaloWars.com skirmish map page! The page talks in detail about each map (starting with 3v3 map, Exile) from the designers point of view. You can see an enlarged image of each map to see exactly where points of interest are.

exilehi_final2

You can find the Skirmish Maps page here.

In other news – Bryan Hehmann an Ex Ensemble Studios artist talks in technical detail about the way he approached Halo Wars environment development and the blog post helps give an insight into the way graphics detail had to be adjusted for game performance. You can find the blog post below or on HaloWars.com

While working on Halo Wars I focused on creating the initial environments used throughout the skirmish maps and scenarios.The early phases began with our concept artist to get the look and feel of each world and working with designers on how these would be a part of the overall storyline. Also, brainstorming with programmers for terrain tools and understanding aspects of the new game engine to develop something we had never achieved before. Here are three of the major steps I would go though in creating our environments, although there were many more along the way.

Texturing-

The first step of creating a world would start with the terrain textures. This process was a definite change from the work I had done on the previous Age games. Halo Wars was a totally new game engine and our blend system had much more flexibility. Less textures were needed but the end result was much more dynamic and even the normal map generation had improved greatly. The number one obstacle for creating terrain textures was the vast difference in hue/saturation and compression from the PC monitor to the Xbox 360. What you see was not what you got. In an RTS game there is a fine balance in the complexity of textures and how the game units will read once placed on them. You have to make sure they are just the right brightness and saturation that add to the game experience and not distract from it. This part of the process is my favorite, because I enjoy making textures. Other artists like to make fun of my image files for having dozens of layers but I know what they all do. When I need to change the color of a single rock on the texture or the length of a grass blade I know just where it is at… well most of the time 😉

Sculpting-

The second step was sculpting and using the tools to manipulate the new powerful terrain mesh for the game. Before our games only used displacement on the Y axis, in Halo Wars we could move terrain vertices in all axes. While this gave us more freedom to create overhangs and more complex canyons and mountain ranges it did add more time to the sculpting. This step took the longest in our schedule and sometimes was the most difficult. To help us with the initial roughing out of the map we used a terrain generator that would create a displacement map and give us a nice starting point. Now that we had a mountain range or canyon we would go in with the finer tools and add the detailed characteristics for that particular environment. There were limitations though, and with all the new complex sculpting and higher tessellation we had to be efficient and optimized for game performance.

Lighting-

Some of the final steps were tweaking the lighting to create the mood of the world. Lighting for RTS games can be an ongoing hair pulling ordeal. As an artist you want to have the most realistic, colorful and dramatic lighting. But also as a game developer you have to make sure people can tell what the hell is going on. Some units that appear smaller on the screen could come out looking unreadable black blobs if your sun direction, inclination, ambient light and shadow darkness settings were not correct. The big difference in an RTS and other genres of game lighting is trying to pull off a night time scene, we always want to do them, but have to pull back a little. Player color and unit recognition go out the door when you turn the sun off. Scenario 2 was probably the closest we did to a night time setting. I had to add a lot of local lights but that would hurt performance. Sometimes without anyone looking my artist instincts took over and I would add a few lights here and there to get it just right. Whether I created a bright and vivid mountain valley or a dark and cold wasteland, with the lighting done right, it pulled in the player that much more into our environments.

Artists, programmers and designers all played major roles in creating the Halo War environments from look, tools, layout and storyline. I feel these environments are some of the best in a console RTS that have been done.

Bryan “bimbosoup” Hehmann
Environment Artist

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12
May

Robot releases Halo Wars title update 2.0

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The second Halo Wars title update has been released by Robot Entertainment. You can find the patch notes as follows. Some pretty positive changes I think for all players. Fans can discuss the update on the official forum thread.

General

  • Flaming Warthog and Honor Guard Wraith skins now available in multiplayer to players who have those skulls.
  • The option to show Unit Hit Point bars above units is now available.

Balance

  • The number of points to reach all ranks has been reduced. General now requires 2.4 million, down from 3.2 million, and other ranks have been reduced accordingly.
  • The max number of points you can get in a single match has been capped.
  • The Prophet of Regret’s land speed is now reduced to match other leaders.
  • Vampire Tech Upgrades now increase damage done by 15% in addition to their other effects.
  • Anders Cryo Bomb Upgrades now cost 50% more supplies.
  • Anders Hawk Upgrade now costs 50% more supplies.

Bug Fixes

  • Multiplayer Matchmaking and Connection improvements have been put in. Players should find that their 2v2 and 3v3 teams no longer split up.
  • ‘Ready for the Sequel’ Achievement should now be rewarded properly.
  • Units on Exile and Crevice should find it easier to traverse the map.
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11
May

Robot Entertainment website goes live!

 

New Robot Website

Robot Entertainment has (finally) launched its website! The studio is responsible for Age of Empires and Halo Wars support along with developing thier own new game. Robot is headed up by Ex Ensemble Studios CEO Tony Goodman. 

The website has a news section and a detailed studio information section. Similar to the independent days of Ensemble Studios the website lists all staff members and thier role along with a pretty humours description of each! The brand is actually quite a wild change from the brand of Ensemble, Robot is young and youthful, despite having the talent of Ensemble Veterans.

Be sure to check out some pictures of the studio, the office looks very funky just take a look at some of these:

Robot_office1

Its a meeting, not dinnerrobot_office_2

Some funky chairsrobot_office_3

Thats a rather fancy desk! What are you working on? A new game? :ORobot_office_5

Mr Pottinger demoing the new conference room features. Is that Jerome on an iPhone?! What is with the Ensemble vets and iPhones?!?

Want to work here? I can understand why you would, but you cant as Robot isnt hiring at the moment.

Be sure to check out the rest of the Robot Entertainment website here: http://www.robotentertainment.com/

A list of Robot employees (bots) can be found on the website but also on the new “Robot Entertainment” page on this blog.

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9
May

Play Age of Empires 2 and Age of Mythology via Gametap

age2

A new agreement online games download company “Gametap” has signed a new deal with Microsoft Game Studios to offer classics such as Ensemble Studios’ Age of Empires 2 and Age of Mythology. The GameTap model allows users to pay $10 a month to access a library of classic games. You can find out more details on the website.

If you havnt played Age2 or Mythology then what are you waiting for? Head on over to GameTap!

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9
May

“World War Robot” the next iPhone game to come from NewToy

World War Robot

NewToy formed by ex Ensemble programmers David and Paul Bettner who left Ensemble before its closure have announced thier second iPhone game “World War Robot”. The official press release from NewToy follows:

WORLD-RENOWNED CREATORS JOIN FORCES FOR NEW IPHONE GAME


May 5th, 2009 – McKinney, Texas – Newtoy, an independent video game developer, is pleased to announce it is collaborating with acclaimed artist and creator Ashley Wood, renowned for his work on the graphic novels Popbot and Zombies vs. Robots and credited with creating one of the world’s first digital comics for the Sony PSP – Metal Gear Solid: Digital Graphic Novel. Newtoy is partnering with Wood to bring his WORLD WAR ROBOT universe to life in a new game designed exclusively for the iPhone and iPod Touch.


In World War Robot, the human race is split by religion and politics as they wage a savage war between Earth and Mars. Giant robots augment the destruction with incredible battles, intense human/robot drama, a little black humor and some political intrigue thrown into the mix in this epic story.


“We share a dream for a new kind of game development,” said Paul Bettner, creative director at Newtoy. “World class game makers from around the globe – artists and illustrators, designers, musicians, coders – joining forces to craft the highest quality entertainment experiences on the most cutting edge game platforms. We are moving away from the monolithic studio model of development. We want to redefine the way video games are made. This collaboration with Ashley is that dream, realized.”


Of the partnership, Wood says, “I’m excited to team up with game creators who I have admired and, more importantly, whose games I have enjoyed playing over the years!”


About Ashley Wood

Ashley Wood is an internationally acclaimed artist and creator. He lives with his wife, three children and cat in Australia. Ashley has been making up pictures and ideas for a long time and has worked with major publishing and entertainment companies, including Dreamworks, Warner Bros, Sony, Konami, Vivendi International, Random House, Marvel Comics and Todd McFarlane Productions. Ashley’s work has appeared in books, movies, magazines, comics, television and video games.  Ashley is a three-time Spectrum Award winner and a two-time Communication Arts award winner and the co owner of 3A Toys. His personal website is: http://ashleybambaland.blogspot.com.


About Newtoy

Founded in 2008, Newtoy is the realization of two brothers, Paul and David Bettner, creators of the internationally best-selling Age of Empires series and most recently the highly anticipated Halo Wars strategy game for the Xbox 360. Paul and David bring nearly two decades of industry experience to Newtoy, with over twenty million units sold and multiple “Game of the Year” awards. Together, they share a vision for creating revolutionary games for the iPhone and iPod Touch. Newtoy’s website is: http://newtoyinc.com.

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8
May

FuzzyCube preview iQuaterback 2.0 with preview screenshots

quaterback

Ex Ensemble Studios devs FuzzyCube have posted some more screenshots of thier upcoming version 2.0 of popular iPhone game “iQuaterback”. “Drjest” posts on the  touch arcade forums and you can find the post contents below:

 

Here are some fresh new screenshots for iQuarterback 2.0. We are putting the final touches on the 2nd and 3rd game modes right now.iquaterback2_1

iquaterback2_2  
iquaterback_2_3 iquaterback2_4 iquaterback_2_5

iquaterback_2_6 iquaterback_2_7

 We’ve added Achievements, over 50 at the moment and growing. A new game mode pictured below, called Shoot Out. Shoot Out has many targets racing across the field where you need to make snap decisions in order to score the highest points. A 3rd game mode is in the works and will make it into 2.0. Look for more screenshots and video of 2.0 at the end of May which will include the 3rd game mode! We are also continuing to improve the graphics and have added many more Leaderboards. The new Leaderboards show the Top 30 and allow you to flick scroll through each list.

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5
May

“Board” to Death: A Day in the Life of a Concept Artist

es_logo_mainsite 

Whats was it like to be a conecpt artist at Ensemble Studios? Aloysius today published a new article on the HaloWars.com website detailing the expierence of Bart Tiongson. The concept art team at Ensemble were responsible for some fantastic pieces of art much like this one below:  (click to enlarge)

halo wars conecept art

You might think that in order to produce such fantastic art the team at Ensemble would be under alot of stress but ho ho ho.. you might be mistaken! Ensemble Studios was well known for being a great place to work. But having too much fun means not so much work… so how did the team deal with work vs play? Well.. about 50/50 actually – sounds like a good ratio!

You can find out more by reading the insigtful blog post below:

“Board” to Death: A Day in the Life of a Concept Artist

Published Tuesday, April 28, 2009 3:02 PM by Aloysius 
When I was first approached to write something for the website from a Concept Artist’s viewpoint, I thought that I would just do a generic, “day in the life of an artist”, type of write-up that we’ve all seen before. I thought about it. I figured I could sum up in a few simple sentences how concept art gets created and eventually put into the game. I could write about how we receive a written description of a unit, building or environment; how we create rough drawings of what we think a unit might look like; and then when one “thumbnail” is approved, we polish it so that the 3D modelers can build it, animators can give it life and then that unit can get put into the game.

In a nutshell, that is what a concept artist does. Quick, clean and summarized in a tidy little paragraph with enough time to spare to go watch the NBA playoffs.

Then I thought about it again. And I realized that it wasn’t that simple; at least not on Halo Wars and definitely not at Ensemble Studios.

You see, in order to create artwork at the highest level, you not only need a team that is talented, dedicated and stays on schedule, but you also need a team that meshes with each another. For that team to be successful in what they do, they need to have chemistry. So instead of writing about our daily tasks and attaching images of artwork, I decided to talk about what the team did that wasn’t on the task list and include photos that illustrated the “chemistry” that we had.

Throughout the studio there are white boards that are used for a variety of things like jotting down tasks and ideas, descriptions of units and keeping track of deadlines. The artists, on the other hand, had a different use for them. The concept guys would draw caricatures and create “inside joke” drawings on a daily basis. I would walk in the office and at the end of each day there would be new and often inspiring drawings on the white boards. While these boards’ original purpose was to have drawings, diagrams and written statements to help keep the team on track, the random imagery, humorous and often non-work-related material, probably kept the team more focused than unit descriptions or schedule dates and deadlines. It wasn’t long before other artists joined in on the fun as well. It wasn’t unusual to poke fun at each other, or crack a joke at someone’s expense. The ratio of laughing and having fun to drawing was probably an even 50/50. I absolutely felt that this dynamic was essential to create the top notch artwork that was done on the project. There were a lot of late nights and long hours, and without a sense of humor the team probably would have driven each other insane.

I’ve always felt that if you enjoy what you are doing and who you are doing it with, success will ultimately follow. Take a look at the art-work in Halo Wars and I think that you’ll agree that we were successful in what we set out to do: create a beautiful looking game. Laughing the whole time.

During my short time leading the concept guys on Halo Wars, I realized something- I did a heck of a lot more learning than I did teaching. Thanks to the Halo Wars concept team.
-b

Below are some examples of the crazy pix that these guys did… I’ve “edited” a few of them. 😛

conceptart_fun1 
conceptart_fun2 
conceptart_fun3 
conceptart_fun4
conceptart_fun5 
conceptart_fun6

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5
May

Stephen Rippy released new music samples

srippy

UPDATED: You can download music samples and purchase the CD by going to the official Stephen Rippy website. – Enjoy!

Stephen Rippy has released preview tracks on his official MySpace page of both new and old music from Age of Empires. Stephen is looking for feedback so feel free to comment on his MySpace what you think!

Stephen has also updated his official website and notes that he is now part of Bonfire Studios. The official MySpace blurb from Stephen follows:

“I’ve got a new “songs” CD out today: “Somewhere Close to Near.” You can hear a couple of tracks from it here on my MySpace page.www.stephenrippy.com – it’s been completely re-designed and features information on all of my game soundtracks as well as my more pop/rock-related records.

Please also check out

Hope you like what you hear!
-Stephen”

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