Going core on the browser How to make Jagged Alliance into a Browser Game.
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Transcript of Going core on the browser How to make Jagged Alliance into a Browser Game.
![Page 1: Going core on the browser How to make Jagged Alliance into a Browser Game.](https://reader033.fdocuments.net/reader033/viewer/2022051516/56649e6c5503460f94b6aa80/html5/thumbnails/1.jpg)
Going core on the browser
How to make Jagged Alliance into a Browser Game
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Cliffhanger Productions
• Founded as Production Company in 2006
• Development Studio since 2010
• Current team size: 20
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Jagged Alliance series
• Hardcore turn-based tactical strategy game• Jagged Alliance (1994), Jagged Alliance 2 (1999)• Still active fan-base working on extensions
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Jagged Alliance Online
• Unity-based turn-based f2p Browser game• Development time: 14 months• >100 missions, PvP, management layer
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Target audience
• Hardcore-fans• People who loved the game back in the days• Browser game and Facebook game players who
want more• Core gamers
Conclusions:• Modernize but stay true to the essence of the
original• Make it more accessible• Make it look good, but run on low-spec machines
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Mid-core
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Technology choice
• Flash:+ Original game was 2D, so fans would accept it+ Huge installed base, easy access– „Realistic“ graphics style would make huge download– Old-school look, no special effects– Team experience in RT3D
• Unity+ Next-gen browser game feeling+ Great tools the team is experienced in– Mediocre spread– High hardware requirements, plug-in installation
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Challenges & Solutions
• Great looking, but playable on low-spec hardware– Always have different asset quality levels in mind– Optimize, optimize, optimize (Background streaming,
texture optimization)
Low-end dual-core netbook, 20fps High-end quad-core PC, 60 fps
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Challenges & Solutions
• Managing huge amounts of content and code– Split up code and content projects– Avoid using Unity scripts, but share C# code– Set up sophisticated deployment processes
(Automated nightly build, distributed build agents)
• Build a solid code-base in a short time frame that can be re-used– Set up sophisticated testing processes (continuous
integration, test cases)– Use unit testing
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Challenges & Solutions
• Build a game with a client-style scope in a short time– Detailed modular game design up-front– Use middleware to jump start development– Invest into tools to be data driven
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Challenges & Solutions
• Accessible and challenging for both gamer types– Have a large PvE part, and slowly introduce
multiplayer– Focus on interface design and accessibility
• Satisfy expectations of fans– Communicate with the community a lot– Focus group test instead of A/B testing
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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
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Thank you
Thanks for your attention!
Questions?
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