Purpose of this blog

Dmitry Yudo aka Overlord, jack of all trades
David Lister aka Listy, Freelancer and Volunteer
Showing posts with label wg. Show all posts
Showing posts with label wg. Show all posts

Wednesday, June 4, 2014

[WG] At E3 2014

My personal excitement is a major announcement on WoT Blitz which is due at E3 next week. 
Make sure your idevices are ready for mobile tank battles everywhere and everytime

While we are awaiting more substantial and ground-breaking updates for WoWP, here is the next step - 1.4 with HD client, matchmaking improvements and a number of minor but still important enhancements. Check out the trailer and give your feedback (on the update).


As for WoT PC, there is a 0.9.1 update which is heading for release. 

Friday, April 11, 2014

[WoT] Maus Reconstruction

As a part of history/vehicle-honoring campaign, Wargaming in cooperation with the Kubinka Tank Museum is going to reconstruct the legendary "Maus" tank. The current model in Kubinka is almost empty inside. The parts will be customly reconstructed at factories around the world in close cooperation with experienced military vehicle restorers.

So, this is likely to be a costly adventure.


Monday, March 3, 2014

[WoT] Restoration of T-34

Made in WG documentary on Restoration of legendary T-34.

Watch the movie here. RU voiceover, EN subtitles.


Wednesday, February 5, 2014

Let's Battle Magazine

Wargaming's Let's Battle magazine is now available for your mobile.



Check it out on iOS and Android.

Your feedback is appreciated.

Monday, December 30, 2013

[ALL] End of the Year Summary

The end of the year is usually the time to summarize things and events in many spheres.

Let's do that in relation to Wargaming, its games and services.

We did a lot in 2013. Ten (10?) big updates for World of Tanks - my honest opinion is that the game now is better than it ever was. New game modes (finally), HD content (tanks), and many other delicious things are planned for 2014.

We've launched our second game - World of Warplanes. The road to release might have not been perfect all the way through, however the game is steadily becoming better and aiming for a long lifecycle.

World of Warships is already massive and fun to play. It's time is yet to come.

Just as for World of Tanks: Generals and World of Tanks Blitz. Both are coming out earlier. :)


What did you like most and least about us in 2013? What makes you look forward to 2014?


PS: Happy NY!

PPS: Soviet tech tree for WoT Blitz


Wednesday, December 25, 2013

[ALL] Merry Christmas Everybody

Let tanks, planes, ships and all other good stuff be with you all the time.

Overlord



Wednesday, December 4, 2013

[WoWP] We Are Fixing Stuff

Below is the response of the World of Warplanes Dev team, including Lead Producer - Anton Sitnikau, on a major feedback topic - One Thing That Breaks It All. I'm just quoting what they said. :)

1. Respawn (long waiting time, transition time / battle time ratio)

For relatively high-spec systems battle waiting time is now about 40s, including 30s pre-battle counter. 
At the same time average battle duration - is 3.5 minutes. 

We do accept that this is an issue. And it is being solved at this time in several ways:

Firstly, with the help of optimization. It's definitely not the easiest way, since the amount of data to be loaded before battle us huge. That's why we don't expect a major improvement in this area. It's loading time that made us introduce pre-battle counter in the first place - it is required to ensure that are players have managed to load.

Secondly, by increasing the time players spend in battle. This is where conceptual stuff comes in. Let's consider the options.

It would make little sense to introduce respawn for the current game mode. Respawn would severely decrease the importance of each destroyed aircraft. It's not clear how to refill bombs and rockets either - same goes for destroyed ground targets. 
We do want to introduce respawn - however it has to be a separate game mode. I will get to game modes a bit later. 

Battle duration is also affected by ramming. We don't want to dump ramming completely - self-sacrifice is a part of team-play. What we do want to do is to give players more chances to destroy enemy in head-on attack before ramming happens and decrease the necessity of ramming. 

2. AA are useless (up to tier 7/8)

We are continuing to balance AA guns. Avg damage inflicted by AA guns has decreased. One of the reasons for that - change of firing algorithm. Now intense manoeuvring gives more chances to avoid being hit. We are planning to increase damage of AA guns. We are also working on a special UI that will show areas covered by AA guns. 

3. Tier balance is terrible

Well, it's not that terrible, however we are not satisfied at this point. Generally speaking, we have got two major leaps: going from tier 3 to tier 4 (can differ across factions), and going from propeller planes to jet planes. Our balancing dept is now busy with making these transitions smoother, however we won't be able to eliminate them completely. These big leaps in history of aviation can't but impact smooth in-game progression. We can't avoid it without serious historical compromises. 

4. Mouse control (lack of direct feel)

A lot depends on settings. Try using Vector or Hybrid presets instead of default one.

5. Not being able to see the altitude of targets and friends on the minimap

We have decided not to display altitude on the minimap to avoid mess and overcomplication. Right now we have got so-called strategic map in development. This enlarged map (M-button) has much more space to display useful information - aircraft altitudes, crash sights, AA-gun areas, etc

6. Hangar UI (Slower that WoT, "Where is Barracks?",no ammunition on main screen, differ the WoT)

Hangar UI will be reworked. At this point both sides - WoT and WoWP teams - agreed to make the UIs closer to each other. Installed modules, consumables, ammo and "battle!" button are going to be displayed on all screens. Moreover, we have managed to improve UI performance a lot: most of the delays and glitches were related to updating information for in-game store. The store itself is still rather slow, and we are working on this.

7. Heavy fighters are way too powerful (World of Heavy Fighters)
We are planning to introduce more differences between classes and highlight them. As for heavy fighter, we are going to implement several changes. First, we are not going to use the coefficient that decreased the damage when shooting down-up any more. Second, high-altitude planes will get additional penalty in manoeuvrability when flying low. Third, we are going to provide more possibilities for low-altitude aircrafts to avoid boom-zoom attacks.

8. Progression trough tiers too slow

It’s not entirely true when it comes to overall pace picture. If you played Tanks, then you’ll see that our progression is much faster. The principles of earning exp and credits are a different story though. We’ve found and fixed the issue that led to incorrect calculations in situations when a higher tier enemy was taken down.

9. The fact that kamikaze gives a frag

Sometimes ramming is a conscious tactical decision for the sake of the team. I have already mentioned that we are going to increase the chances of avoiding a clash but we are not ready to eliminate this game element.

10. Maps are too small

We conducted experiments where low tier aircrafts were on maps of high tier aircrafts. The results were not 100% positive. It takes long to reach the opponent, pretty hard to find them. We believe that the maps are appropriate for the current battle mode. For other modes, especially the ones involving organized teams, we are planning to use maps of the existing size as well as enlarged ones. 

11. No Clan Wars

We were planning to start clan system right after the release and start clan wars slightly later. However, we changed the concept during the implementation (we are going to provide more details on that later) and the deadlines were changed, too. Unfortunately. We do understand how important clan wars are. Basically, that was the reason why we put them off: we can make them better than we planned according to the initial concept.

12. Need Garage battle mode

Garage battle mode is not our highest priority at the moment. The second random game mode and battles for organized teams are the things we consider more important as for now. These two types are more in demand and less risky.

13. Attack Aircraft (Ground Attack) are useless (Destroying ground targets must affect gameplay)

We agree with the observation that in the current iteration of the main game mode the role of attack aircraft is less significant than it used to be. At present we are sending off to test some experiments (to public test) aimed at increasing its significance.

14. Having to ride my shotdown fighter into the ground before I can right click to watch from another plane

In version 1.2. (first update in 2014) a new camera system will be added to the game. No more suffering for players! Basically, the system is ready, just not implemented yet.

15. Very high impact of current hight vs optimum height has on aircraft performance

The impact of altitude system will be re-balanced in the few upcoming updates. What we released was the fully-functioning mechanics of altitude influencing aircrafts behaviour. Further development, adjustments and balancing will be taking place in more than one update. Plus, we are planning to notify players about altitude (in garage etc.) 

16. Need Missions and New modes


A new game mode is being developed at the moment. Missions and quests are planned for the very near future. 

WoWP dev team via Overlord

UPD. On 1.1 update that is being publicly tested right now:
  • mouse controls will be different
  • Focke Wulfs will be different 
  • There will be less bugs

Thursday, November 21, 2013

[WoWP] One Thing That Breaks It All

Ok, while EU and NA World of Warplanes servers are growing pretty good since the release - we have had 3k on NA and 10k on EU (and almost 20k on RU, the release euphoria has somewhat ended and it's time to hate some things.

What is bothering you in World of Warplanes these days? Name just one thing that, if fixed/changed, would substantially improve your experience in aerial combat. If there is one, ofc. :)

I have played 200+ battles to date myself on EU side. And the biggest personal concern would probably be in-game balance and class roles. I didn't really manage to find place for attack aircraft and feel like high-altitude boom-zoom planes are dominating.

Your turn.

UPD. November 25, 2013. Forwarded the topic to dev team, so no more comments from my side. Going to post their response when it's ready. Thanks for your contribution. 
Overlord

Thursday, October 31, 2013

[WG] WG Minsk Celebrates Halloween

WG's Minsk office (including World of Tanks and World of Tanks Blitz dev teams) celebrates Halloween which is not a typical Eastern European holiday.








More pictures here. 

Monday, September 9, 2013

[WG] Interview with Slava Makarov: What’s Ahead.

The 3rd interview of the series.

— Slava, what’s your role in WG now and how did you become part of the company?

— I joined Wargaming 4 years ago and I was one of those who initiated World of Tanks. Now I am VP of Producing (Head of Producing Department) of the company (and my boss - Overlord). My major task is to make sure that our new projects reflect the global strategy of the company and satisfy the quality standards of Wargaming. To put it short, I make sure that all our games are cool!


— Where are you heading now? All your “Worlds…” are well-known and the plans regarding them are pretty clear: new vehicles, new modes… What about World of Tanks Generals, for example? 

— It’s more difficult with Warplanes and Warships than it seems. The games differ not only in terms of vehicle types. They both have their unique battle pace and the gameplay itself. World of Warplanes is the most dynamic out of the three. 3D battles require good reaction and the ability to adapt to a fast-changing situation. World of Warships is a more strategic type of game with relatively slow gameplay. When all the three projects are out, every user will be able to satisfy their preferences.
The success of Tanks was partly due to the fact that we slowed down comparing to Counter Strike and shooter fans found something slower and more technically accurate than CS. Now we have two new products – one of them is faster than Tanks, the other one is slower. Warplanes are more about skills. Warships are about strategy. Thus we tend to widen the horizons of game experience for our players.


— Do you think this choice might lead to the audience’s splitting age-wise? Warplanes’ players will be younger than the ones playing Tanks and those who prefer Warships will fall into an older category. 

— I am 100% sure that the Warplanes’ audience will be younger than the current Tanks’ audience. And it’s okay. I don’t see a problem if Warships will attract an older audience than the Warplanes. By the way those who came to like Tanks in 2009 will have grown 4-5 years older when we release the Warships. Hopefully they will be old enough to appreciate the Warships’ appeal. I personally prefer World of Warships because I am pretty old now ☺
I’d say that World of Tanks requires a lot of strategic elements to play successfully. However, we do understand that “digging” into strategy we would ruin the good old gameplay. It’s unlikely that most players will be happy about that. That’s why we’ve decided to develop a completely new project where strategy is crucial.


— What about WoT Generals then? Are they for grannies?:)

— Nope! The uniqueness of WOT Generals is in its individual confrontation with other players. In addition, this project is aimed for less powerful devices.

A lot of users wouldn’t mind playing something related to Tanks but they can’t do it during breaks of a working day for example. For them we are going to offer World of Tanks: Generals and World of Tanks Blitz. These projects will be available on tablets and smartphones and in any browser. The main goal is to minimize playing time. If a player wants Tanks, some kind of them will be available all the time.


— Wives will start hating you! You will occupy all the niches of a player’s life! 

— Is there anything bad about it?:) We have got our load of comments from angry wives with World of Tanks already. A little more of hatred won’t worsen our karma seriously.


— All the Worlds… are using the same engine - Big World. What about WoT Generals? Anything new will be used for them? 

— The “exterier” – something that a player sees – it’s not Big World, it’s a browser application on HTML5. It was chosen because we are more or less sure that all browsers will support this version in a few upcoming years. One can’t say the same about Flash, on the other hand.

— There quite a few browser games where outstanding things are made using Flash? 

— Nobody knows how many years they will support Flash in Safari for Macs and other devices. The confrontation of Apple and Adobe Flash is no secret. The interest of other companies to the multimedia platform has faded greatly. We don’t want to face the situation when we lose audience just because they cannot play because of technical reasons.

— You have recently made a few big acquisitions: studios with good expertise which developed popular games. Are they going to work on porting your World of trilogy and WoT Generals to different devices or are you going to use their potential otherwise? 

— Our acquisitions is a different story. We felt that at some things we are not as good as we’d want to be. The first issue was definitely the engine. We needed full control over the server part of the technology to ensure stability. Big World was an expected and reasonable purchase. Acquiring Day One Studios is also about technology. The studio can boast great expertise developing multiplatform projects. They guys know how to develop games for different platforms, devices and controls.
It’s different with Gas Powered Games though. First of, they are a source of gamedesign expertise for us. They have great experience in world-renowned titles development and they simply know a lot about about game development as such. The aim of all these purchases is expanding the company’s knowledge base. Possibly as a result we will have other projects that are not Tank-related. Sooner or later they will be announced.

— Gas Powered Games included?

— Gas Powered Games included. Chris Taylor smiles all the time he is interviewed. We are not announcing anything as we are still discussing with Chris what kind of game we are developing in detail. It’s not a two-week discussion. Everything has to be counted accurately: cost of development; whether we have enough resources and whether we are professional enough. If all goes well, we’ll come out with a few products that will blow the industry!

— One question only: reality or fantasy? 

— No comment.


— Talking about Gas Powered Games… World of Tanks as well as other Worlds are European games mostly. The topic of World War II is not very popular in the US. Maybe you acquired Gas Powered Games to learn to develop games for the USA? 

— As I have already mentioned, we want to boost our expertise, including the regional markets specifics. We are currently working on organizing the process of how to teach our teams  those things which the US guys – old good developers - are good at. The reciprocal training process is currently going. We aim to increase the professionalism of all our teams.

— How do teams from different countries interact? Their mentalities are different as well as their experience. How are the new teams doing? 

— I went to the US where I communicated with the Chicago team from Day One Studios and Chris Taylor. They are very cool and comfortable to work with. Seriously! I’d say that the barrier between the American mentality and ours is exaggerated. On condition of mutual respect and understanding, everything goes perfectly well.

Of course there are some specific moments. For example, I tend to be outspoken and they used to think that I was being aggressive. It might be not our national mentality but my personal feature. WOT team had to also get used to this characteristic of mine. To tell an American that their idea is not that great means to give offence to them. We should be softer. In my case everyone had to adapt. The guys understood that my criticism doesn’t lead to firing someone. And I also started to be more attentive when I had to say something which was not a praise.

— What about the contacts between teams? Do they communicate via a top manager? Or is there a horizontal scheme of communication? 

— The devs communicate with each other directly, they discuss technological issues using their own language that only they can understand. Managers communicate directly too as well as game designers. There are not many horizontal contacts on day-to-day basis, but it hasn’t been long since the acquisitions took place.

— They say that in Wargaming America employees attend the Russian Language courses?

— Yes, there are people learning English. For instance I work directly with Chris Keeling, a western game designer who has been cooperating with WG since Operation Bagration. He speaks a little bit Russian.

We mostly communicate in English with our colleagues. Our European and American offices employ Russian speaking colleagues too. It’s nice and somehow useful in terms of building rapport.

— Shall we expect a new WG title about gigantic marching warrobots – Massive Assult resurrection or something like that? 

— I’ll give you our traditional answer – we’ll let you know ASAP ☺


Originally posted here

Tuesday, August 6, 2013

[ALL] Meanwhile in Producing Dept


That's who is responsible for the most crucial decisions in WG.

PS: Sorry for this being sooo non-informative. 

Sunday, July 21, 2013

[ALL] New IPs Acquired

As some sources report (link 1, link 2), Wargaming has recently acquired in an auction of now dead Atari two new IPs - Total Annihilation and Master of Orion. "World of " series of games is far from over yet, however it's time to broaden wargames universe. 

Any expectations? 

Sunday, July 7, 2013

[WG] Anton Sitnikau On Warplanes

Yet another interview. Now with Anton Sitnikau, WoWP Lead Producer


 — Anton, currently you are World of Warplanes producer however your start was totally different – you were a programmer. What is the story behind this transition? How long did it take? What stages did you go through? 

— I was studying to become a programmer, which I eventually did getting software engineering degree from Belarusian National Technical University. My specialization was C++. First 10 years after graduation I spent working for a scientific research institute. I developed and supported dispatching systems for power engineering. Those 10 years were interesting both in terms of contents and financially, but it was middle-age crisis I guess that made me long for a change. I went to work for the largest IT-company in Minsk then (EPAM Systems - Overlord), where I did a course on ABAP/4. I stayed there for a year only and mostly because that condition was stated in my contract. Despite growing popularity and potential of SAP, it appeared to be not my cup of tea. I was invited for a job interview in a small and cozy company called Wargaming. The opening I was interviewed for was of a game logics developer. And that was my role in 2005 when I joined the company. In those times we were developing something that was later called “Operation Bagration” (Order of War for Western market - Overlord).


 — When you joined the company, were you thinking of becoming a game designer? 

— Back then I didn’t know that such profession existed. When they were introducing some of the colleagues who were game designers, I could hardly understand what the guys did. It appeared that game designers had their fingers in many pies – they were doing a lot of things from different areas. The only thing they didn’t do was drawing, perhaps. This situation was true not just about WG but a lot of other gamedev companies, too.  My personal transition to game design was smooth. Executing my duties as a programmer, I also worked on draft unit balance in technodemos and on making video presentations. When I got to grips with the essentials of game design, I finally realized that I wanted to be fully involved in the area.


— But why?

— I have never had troubles coming up with ideas. I felt that my background as a programmer is beneficial because it was easy to sieve the ideas that were impossible to implement. Long story short, I had an interview with Victor Kisly and my shift to game design was approved. Soon I was appointed “Operation Bagration” lead game designer.

— It sounds like you took over the project just off the bat? 

— Well, yes. I’d say it’s probably one of WG’s traditions to throw a person into the open see and wait if they swim out or not. If they emerge, that’s cool. If not, well…kinda sad but overall they work…so…
«Bagration» was a success. We got “Best Strategic Game Award” at KRI (Russian game awards - Overlord) and we also got Editor’s Choice Award from several game industry editions.
At some point at pre-final stage of working on the westernized reincarnation of “Bagration”  — Order of War — I was offered to move to “World of Tanks” project as a balance specialist. Mostly I was working on game economy but sometimes – on battle balance as well (at early stages - alpha, closed and open beta of WoT - Overlord). I was curious about other tasks too, but the project needed a technical specialist able to analyze and calculate, which I was. I worked out an economy model which was a totally reckless thing as there were no statistics – not enough at least – it wasn’t obvious what data to be guided by. Even the system of prices and values was to be defined. The model appeared to operate successfully and to some extent it’s been applied in WoWP as well. Obviously, the model has been polished as the economy of an MMO is affected by various influences and fluctuations. This process will be going on for as long as the project lasts.

— When were you offered to be at the helm of Warplanes?

— The initial balance of “Tanks” was completed. For a month or two I worked as an analyst and later became the lead of the analytical department that never appeared. During that time a report system  specifications were created (the system is now in WoT - Overlord). The system has been implemented and will be fully functioning in WoWP open beta. It was then that I was offered to check out “Warplanes”. I went to Kiev, played the prototype, got acquainted with the staff. Upon arrival I came up with a huge report listing project risks, major gameplay issues, gave characteristics to the staff. The time has proved that I was right about all of the points. Thus, I was offered to lead the project from Minsk side.

The studio in Kiev was very professional. It started to grow fast due to the new project mostly – World of Warplanes I am talking about. In Minsk we had experience, knowledge and vision developed with “Tanks”. All of it was to be shared with the developers in Kiev. Kiev specialists are cool but some “parenting control” is necessary anyways. It’s true not just about the level of concept creation but also knowledge transfer from major to minor details.


— Would you say that your programming background helps you now, when you are a project producer and in charge of “Warplanes” gameplay? 

— It helps when I have to make an astonished face asking: Do you really believe that the development of this feature will take a week? I’d say that my technical background, logical thinking and common sense are of great use. They help to formulate requirements and specifications. Plus it helps to stick to a rather strict and consistent product concept as such.

— How are “Warplanes” different from “Tanks” in technical terms? What problems did you have due to these discrepancies? 

— In technical terms “Warplanes” and “Tanks” are very different. One of the main reasons is the transition from 2.5D in WoT to full 3D in WoWP. Besides, plane speed and armament are totally different. Although we did understand that the concept of “like tanks but about planes” sounded a bit naive, it turned out that the gameplay was even more different than we imagined. A lot of solutions were to be developed from scratch. It was tough as we lacked some specific experience.

For instance, render. World of Tanks has never used the default one – offered by BigWorld. Our render was modernized and shaped according to tank “needs”. Even at alpha stage it was different from the default version. It turned out that what we had for tanks couldn't be applied to what we required to have for planes. Planes need bigger maps, very few visual objects in the air. Planes themselves are more complicated than tanks. The main object that the player sees for 99% of the whole gameplay should be implemented otherwise, not like in WoT. For “Warplanes” it’s not important to display a bicycle leaning on a fence in a shadow of a tree in detail, but this is something that those who play tanks should see. Those who pilot planes can see that only when they are flying over the ground on high speed. However, the rest requires a more thorough approach: complexity of the aircraft models, 3D terrain, massive trees, large city quarters, water, complex 3D clouds.

When Kiev programmers got the BigWorld box version render, they realized that it was not enough at all – just the same thing had happened to Minsk programmers when they were working on “Tanks”. For some time we were coping with a compilation of the default render, tank pieces and first own ideas, but eventually the WoWP render was redeveloped and redesigned completely. By the way, then the knowledge was transferred to St.-Petersburg - WoWS will get its own unique render that has very little in common with default BW solution.


— These render improvements of yours, are they integrated back to BigWorld? 

— Now they are. In the situation being we can prioritize our requests to the Australian team more effectively. Much work has been done on server-side improvement, network protocols optimization and toolset development. Speaking on server-side, WoWP differs from WoT a lot. For instance, take shooting. When the shell is fired, it flies with a particular speed according to particular ballistics, enters the armour plate under a particular angle. It can pierce the armour, can just damage it or ricochet. The shell behavior is defined by real life empiric formulae.  Having penetrated the shell can move further and damage one or more internal tank modules, inside armor compartments an so on. Now we can compare. The tank gun makes up to 6 or so shots a minute. My favourite example in “Warplanes” is the following: tier 3 attack aircraft – a monstrous Soviet construction of the 30-ies ТSh-3 – carries 10 machine-guns, every one of which shoots 10 bullets per second. Although the armour of planes is simpler that the one of tanks and we don’t really need detailed calculations for penetration, it still is a serious calculation problem. No one is insured against a battle where 30 (!) ТSh-3 will start shooting simultaneously.  Initially we were trying to deal with it by clusterization of bullets and after the server side optimization we can now calculate each bullet separately. Well, of course there are some simplifications but in terms of game mechanics, we are happy now.

— Apart from render-issues, were there any other difficulties in the development process of WoWP? 

— From the very beginning our major concern was simple and comfortable controls system. First, we simplified the aircraft’s behavior. We disabled the flatter – vibration on a particular speed, which may lead to a plane destruction. We disabled the spin, too. We left behind the nuances of fuel mixtures regulations and some other things. We are not trying to make a hardcore simulator, our target audience is different.  Despite this and thanks to this, our controls have to be user-friendly and understandable. And funnily enough our advantage is our drawback at the same time. What I mean to say is that everything is calculated on the server only.


— Is that a way of fighting against cheaters?

— Yes. We tend to guarantee equal rights for all players. What has it led to? Let’s compare with “Tanks”. The player pushes the button “move forward” and the tank accelerates. The plane has got totally different speeds. They require different reactions – being 200 milliseconds late can be too much for a player. “Warplanes” is definitely a more dynamic shooter than “Tanks”. Imagine the situation, game client has got player’s input, converted it, sent to server, the server has calculated everything and sent it back to client, which has interpolated and visualized everything. If the flight physics and the damage were calculated on the client side, we would be able to have sensitive controls straightaway.  However, the players can be located somewhere far and the ping of 300 milliseconds is quite unpleasant for “Tanks” players, for “Warplanes” it's just fatal.  By the way, server lags are just one aspect. Another aspect would be causality and easy controls. To solve this problem we spent a lot of time and resources. We created more than 15 controls prototypes. Barely 1/3 of those has reached our testers. At some point our flight model became overcomplicated and too difficult to balance. Our controls were liked by some players but hated by others. When we tried to change the controls, these audiences switched places. We felt we faced a dead-end.

However, a young and initiative group of developers inside the development unit – game designer Anton Muskeev and server programmer Misha Pavlenko gathered together to prototype independently in their own time. In one of the meetings with Minsk managers the guys presented their prototype and we got amazed! Their solution was developed in parallel to the existing one. After some time their idea became the default version and it was introduced in 0.4.0 update. Now we understand that we are on the right path.

What was the solution of the creative duet? The guys have totally redesigned the flight model on the server making the behavior of the plane more sensitive and real. They were not afraid to try out some architectural changes. It allowed us eventually to have a totally independent and quality data processing from different devices. I have to mention that the final version of the solution appeared with the help of 777 studio – the guys who created a fine hardcore simulator Rise of Flight about WWI warplanes. At the moment by the way they are working on the new IL2 with 1C. We invited them as consultants. Their expertise and fresh approach helped us to polish the great solution and make it fantastic.

Finally we implemented these new mouse controls. Plus we started working on a more hardcore option of the controls but it was decided to freeze the implementation.  Apart from the controls, the guys’ flight model was more predictable. This complex of solutions simplified game designers’ lives when it came to aircraft balance and adjustments. Now all the planes can be easily tuned according to both, historical data and gameplay needs.


— Are the Ukrainian developers any different from Belarusians? 

— They are. Their temperament is different as well as their attitude to corporate culture. In Minsk all communication processes are tougher. In Kiev they are more relaxed and friendly.

It is easier in Kiev when it comes to finding resources. Their market is richer. In Kiev there are a lot of studios of well-known companies, which “shared” their employees with us. From employer’s perspective the situation in Kiev is less tense than in Minsk. Plus, people are more eager to relocate to Ukraine rather than to Belarus.

I am happy to work with the Ukrainian office. The team has got experience of working for European and American companies renowned in game-industry. The guys in Kiev are competent and qualified. On one hand, their outsourcing experience is a double-edged sword. You have to change the way you think when you are working on your own project. On the other hand, “Warplanes” is the first own project for the studio. The story about controls development I told earlier is a proof of how the way of thinking is changing.

Generally speaking, “we make our own product” mood is still something that empowers Kiev developers. It becomes obvious the very moment you enter the office – posters of WoWP everywhere, a lot of plane models on desks. It’s great that people like what they do!


Originally posted here

Thursday, July 4, 2013

[ALL] WG & Linux

Online game developer and publisher Wargaming relies on Linux and open source software to produce and distribute its line of popular military strategy games, says Maksim Melnikau, a solution architect at Wargaming.


The growing company joined the Linux Foundation in May as it seeks to advance the gaming industry. And it's off to a great start, having shipped more than 15 titles since 1998, including the armored World of Tanks and World of Warplanes, a free-to-play flight combat game. Wargaming is now expanding to a new mobile platform and continues to hire developers as it opens offices across the globe.

Here, Melnikau discusses how Wargming uses Linux; the company's hardware setup; gaming on Linux; his advice to game developers; and openings at the company.

How does Wargaming use Linux?

We extensively use Linux for multiple Wargaming projects. Servers for all our games, for example, are powered by Linux. Whether you play World of Tanks and World of Warplanes on PC, World of Tanks: Blitz on iPad, iPhone or any Android device, World of Tanks 360 Edition on your Xbox, or World of Tanks Generals in your browser—the server side is always Linux-based.

To run its web services, Wargaming actively uses a wide range of open source tools and frameworks such as, to name but a few: MySQL, Python, Django, Nginx, and RabbitMQ, and when it comes to servers, all our games rely on Linux.

The company’s development studios handle their day-to-day operations and processes, widely applying Linux. Finally, many of us prefer the GNU OS for everyday use.

What’s your server setup? 

World of Tanks has client-server based architecture, where everything is being calculated on the server. The major benefit it grants is security—it is virtually impossible to hack in to the World of Tanks. The client does nothing other than translate keyboard and mouse movements into commands to send to the server.
Maksim Melnikau, Wargaming
The overall server setup depends on the amount of active players. The Russian game cluster, for example, peaks with more than 800,000 concurrent users, which calls for relevant server capacities. Presently the game cluster has close to 300 powerful servers with 24 threads and 64 GB RAM each. Besides significant computing power, we have huge database machines with a lot of RAM (our largest database server has 384GB RAM, to be exact) and powerful storage (24 HDD x 600 GB in RAID10).

What are some of Wargaming’s most popular titles for LinuxOS users?

Although there’s no World of Tanks client for Linux, the game runs on Wine and other Windows emulators.
The collectible card MMO game World of Tanks Generals, which is now in Closed Alpha testing, will be cross-platform. Another upcoming title—the mobile MMO action game World of Tanks Blitz—will have a version for Android.

How has the recent release to Steam on Linux worked out so far?

Wargaming is not using Steam for its products. The company’s vision is to create and run its own distribution services. However, we are happy to watch Linux evolve as a quality gaming platform, and Steam is what helps it to grow.

What advice would you give developers who want to build games for Linux?

For starters, I’d tell them to be less platform-specific and concentrate more on the quality and robustness of the experience they create. If your game is engaging, accessible, and deep, it will attract players at launch. Don’t stop when the game goes live—improve and grow it to ensure users stick to it for years on. As for the server side, I would definitely advise you to choose Linux.

Why did you join the Linux Foundation?

We rely on Linux open source tools a lot. They help us continuously improve on our server platform and stay in the vanguard of the global technology evolution of this massive movement.
The Linux Foundation contributed greatly to Wargaming’s success, and we hope to continue our collaboration in the future and expand it into other areas.

I see you’re currently looking for a Linux system administrator. What are the skills and experience you look for in new Linux hires?

Besides system administrators, we seek Linux system developers and Web developers. The full list of vacancies and requirements for them is available at Hot Vacancies section of Wargaming’s corporate website. Linux engineers will find plentiful offerings there. As for the skills, we hire both experienced specialists and those only starting their work life.

Originally posted here.

Wednesday, June 19, 2013

[WoT] 0.8.6 Hits EU

Major 0.8.6 update has just hit EU and it's time for first-hand feedback on it (NA guys, sorry for the release delay this time).

  • tier 10 arty branches
  • economy changes including switch to free-2-win and credit income boost
  • exp income boost for TDs and SPGs 
  • game mechanics changes (HEAT, spall liner, camos, accuracy, shell normalization, pen reduction, damage and pen range, velocity reduction for arty shells)  
  • dynamic camera
  • new Korean-style map
  • new birds added to Ruinberg and Lakeville
And how is overall performance after 0.8.6?

Sunday, June 16, 2013

[WG] WoWS Is Taking Off

The first WoWS demo took place during E3 and consisted of two 6 vs 6 battles. Players fought US and Japanese destroyers, cruisers, battleships, and carriers.

The scale of action was epic with maps up 100 km in length and width with multiple islands. And there is reason to go large, because battleships (like demoed North Carolina) had effective range up to 40km.

Battles usually began with recon and fighter planes taking off from cruisers and carriers to locate the enemies. While both sides are approaching one another it's time to get a closer look at nicely modeled ships, all based on real-life materials. The attention to detail is impressive, however the decks did look a bit empty without crews dashing about. Well, this is pre-alpha.

Balance is classical: rock - paper - scissors.

Battleships with their heavy but slow guns are weak in close combat, and can't defend against destroyers which are vulnerable against cruisers which have little to withstand battleships' competition.

As for carriers, well, they have no guns worth mentioning. Carriers have a game of their own, using RTS-like UI to control their aerial forces. There is no control of single aircraft of course (go play WoWP), orders are given to entire units.

The goal of the battle is to capture and defend the central area. Players control only main armament - the rest of the guns are automated.

Aiming is done using ballistic reticle that make camera follow shell's trajectory. The trick is to choose the right distance and predict the movement of your enemy so as to strike it hard and not waste your ammo and loading time.

HP bars are in place just like in WoT.

Destroyers are using torpedos which are .. surprised .. powerful. Underwater hits lead to decrease of floatage bar (water incoming!).

Both 10-minute battles were rather fast and dynamic. Who said ships are slowpokes. One of the battles ended with last survived carrier being destroyed by concentrated fire of 2 cruisers and 1 battleship.

All in all it didn't like like swimming tanks, lots of things work differently. The demoed CTF battles took place in the south Pacific and near Orkney islands.

Ready for beta?


Tuesday, June 11, 2013

[WoWP] Planes Go Open Beta

More news from E3 event. World of Warplanes to go open beta early next month (July 2, 2013).

Expect one more update to 0.4.3 client before that.

Open beta video here.

Remember about 700 battles requirement and unified prem accounts? :)

[WoT] Going 360

This might be a bit late cause I'm right on my marathon Los Angeles - San Francisco - Orlando, but


it is finally happening. WG goes really multiplaftorm with with console project officially announced.

Embrace tank action on consoles! Sign up for the beta here

Wednesday, June 5, 2013

[WG] Wanna Help?

Are you an experienced World of Tanks player (2000+ battles)? Do you live in Orlando area, the US?

Do you have some 3+ years of PC gaming experience? Wanna help us test something new and awesome some time mid June?

If interested, send you details (real name, email, link to WG account) to young@wargaming.net

Successful candidates will be selected for future processing. :)

Updated. June 7, 2013. Thanks to everyone who has responded (more people than I actually expected). We will select only a few candidates, so please don't get disappointed if you are not in. 

Tuesday, June 4, 2013

[WoWS] SheeepS!

May be a bit late, but still here goes the new E3 World of Warships trailer.


Expect more news from the expo.