Fantasy Wars - -Developer Diary #1 @ RPG Vault
RPGVault has posted their first diary entry with Ino-Co, developers of the fantasy strategy title with some RPG overtones, Fantasy Wars:
Fantasy Wars is a turn-based strategy game with RPG elements. It consists of three campaigns that, unknown to the respective sides, take place within the context of a scheme contrived by a dark menace. The play involves actions such as castle sieges, village defenses, assault and reconnaissance operations, and swift raids. In order to triumph, players have to assemble their armies, upgrade their ground and flying units, discover various magical items, learn powerful spells, and employ the terrain to their advantage. The developer, Ino-co, provided some insights into the making of the title, which shipped in North America last week.
Alexey Kozyrev talks about some of the challenges the devs faced in the nuts and bolts aspect of game making:
Our engine changed from when we used it for Dawn of Magic, with many upgrades. It is now capable of showing the game map out to the horizon. That looks great, despite the fact that it did make our programmers literally boil while optimizing the game. The thing is that in Fantasy Wars, the real quantity of troops is represented in what you see. This means that when you zoom in the camera, you see real troops.
The problem was that since there can be more than 20 such units in one frame, the number of polygons to be processed in a frame can be from 600,000 to 1.5 million. That had a serious impact on frames per second, which created a terrible headache for the programmers. However, optimization helped us out, so the game doesn't remind you of a series of screenshots when you play it.
Information aboutFantasy Wars
SP/MP: Single + MP