Playing AG with EUGEN CEO Grandstrateger and talking about Map Editor, Soundbug and Co!

SD League
18 May 2024102:45

TLDRIn this special stream, the host is honored to have Eugene, CEO of Eugen Systems, join to play 'Army General' and discuss the game's development. They talk about the challenges of creating a unique pace for battalion movement, the numerous playtests conducted, and the upcoming release on the 23rd. The focus has been on perfecting the single-player experience before considering additional features like the map editor post-launch. The conversation also covers the game's balancing, bug fixes, and the importance of community feedback. Eugene shares insights into the game's design philosophy, emphasizing simplicity and the importance of each battalion's role in battle. They also touch on the potential for future DLCs and the desire to provide long-term support for the game.

Takeaways

  • 😀 The stream features a special guest, Eugene, CEO of Eugen Systems, discussing the development of 'Warrior orphans' ('Wo') and playing 'Army General'.
  • 🎮 Eugene has played the game's campaigns hundreds of times during the 1.5 years of development, focusing on creating a unique gameplay experience.
  • 📅 The game 'Army General' is set to release on the 23rd, with some issues like the Soviet AI bug planned to be resolved post-launch.
  • 🛠️ Post-launch, the team will focus on improvements, including the map editor and scenario editor, to enhance the game and support the community.
  • 🌐 The game has undergone balancing, tweaking, and bug fixes, with the aim of creating a stable version that requires minimal hotfixes.
  • 🗺️ A new season and map reset are planned for launch, with new maps being introduced and existing ones polished.
  • 🔄 The game mode 'Army General' introduces a fatigue system affecting unit耐久性, adding a layer of strategy to prolonged use of units.
  • 💡 Eugen Systems chose to self-publish their games for greater creative freedom and direct engagement with the community.
  • 🔒 The matchmaking system is being reviewed and improved to better serve the player base and enhance the multiplayer experience.
  • 📈 Future content for 'Wo' is planned beyond the initial DLCs, aiming to continually support the game with new units, scenarios, and campaigns.
  • 🎶 The stream also mentions the inclusion of Ranger Area as a voice actor, adding to the game's immersion and authenticity.

Q & A

  • What is the significance of the stream with Eugene, the CEO of Eugen Systems?

    -The stream is special because it features Eugene, also known as Alexis, discussing the development of 'Warrior or Waro' and playing 'Army General' with the community.

  • How long has the development of the new 'Army General' been ongoing?

    -The development started about one and a half years ago, focusing on creating a different pace and strategy for moving battalions.

  • What is the focus of the initial game launch?

    -The initial focus of the launch is to have the single-player experience fully ready, with plans to add features like the map editor post-launch.

  • What is the importance of the map editor and scenario editor in the development process?

    -The map and scenario editors are crucial for supporting the game's community by providing tools to create custom content, which is a key aspect of Eugen's commitment to their games.

  • What is the current status of the Army General editor in terms of its release?

    -The Army General editor is not ready for launch and is on the horizon, with the Tactical game's map editor being developed first.

  • What improvements are planned for the post-launch phase of 'Warrior or Waro'?

    -Post-launch improvements include bug fixes, balancing, tweaking, and possibly more content such as new units, maps, and divisions.

  • How does the 'Army General' game mode differ from traditional tactical games?

    -It focuses on the pacing of battalion movement and battle composition, with an emphasis on making the game easy to understand at a glance and avoiding feature creep.

  • What is the significance of the fatigue mechanic in 'Warrior or Waro'?

    -The fatigue mechanic allows units to be used extensively but introduces a risk of destruction, preventing any unit from being undestructible and adding a layer of strategy.

  • Why did Eugen Systems decide to self-publish their games?

    -Self-publishing allows Eugen to have direct contact with the community, greater freedom in developing games, and the ability to support their games extensively without publisher interference.

  • What is the vision for future content and DLCs for 'Warrior or Waro'?

    -The plan is to make the 'Warrior or Waro' platform very big, with continuous support and new content as long as the community is interested, potentially going beyond the initially planned four DLCs.

  • What are Eugen's thoughts on including player-created content in their games?

    -Eugen is excited about the prospect of giving the community tools to create their own maps and scenarios, believing it will lead to a more engaged and creative player base.

Outlines

00:00

🎮 Introduction to the Stream and Game Development

The stream begins with a warm welcome and introduces Eugene, also known as Alexis, who is joining to discuss the development of 'Army General' and 'WANO'. They plan to play a campaign game and discuss the game's development process, including the challenges and iterations over the past year and a half. The focus has been on creating a unique gameplay experience with different pacing and battalion movement mechanics. The launch is set for the 23rd, with some issues still to be resolved post-release.

05:01

🛡️ Discussing Military Strategy and Game Mechanics

In this segment, the conversation shifts to military strategy within the game. They discuss how to approach the game's challenges, such as holding Castle and managing forces against the opposing army. The importance of protecting certain units and the potential use of reinforcements like tanks and anti-air support is highlighted. There's also mention of a new season and map updates, as well as plans for the map editor and scenario editor post-launch.

10:03

🤖 AI Behavior and Game Development Insights

The discussion delves into the AI behavior in the game, with the developers acknowledging the need for continuous balancing and tweaking to ensure a challenging and engaging experience. They also touch on the process of game development, including testing, bug fixing, and the complexities of managing a large game with many variables. The goal is to create a stable version that minimizes the need for hotfixes.

15:04

🎖️ Game Balance and Future Content Teasers

This paragraph focuses on the balance of battalions and the strategic depth of the game. The developers discuss the importance of making every unit, regardless of size, interesting and valuable in battle. They also hint at future content, including new campaigns, upgrades, and the potential for additional DLCs beyond those currently announced, aiming to support the game and its community for a long time.

20:04

🛑 Decision Making in Real-Time Strategy

The conversation centers around decision-making during gameplay. The players debate whether to fall back or counterattack, considering the strength and positioning of their battalions. They also discuss the potential risks and rewards of engaging with enemy forces and the importance of reconnaissance in understanding the battlefield.

25:05

🚁 Integrating Air Support and Advanced Tactics

Air support and advanced tactics are the main topics here. The players consider the use of helicopters and anti-air units to gain an advantage. They also discuss the importance of securing zones and maintaining air superiority, which adds a layer of complexity to the game's strategy. The introduction of new units and the potential for future updates are also mentioned.

30:07

🌇 Evening Combat Scenario and Dynamic Lighting

The paragraph introduces a new combat scenario set in the evening, highlighting the game's dynamic lighting that changes according to the time of day. This adds a layer of realism and immersion to the gameplay experience. The players also discuss the importance of reconnaissance and the challenges of engaging the enemy without the protection of their air umbrella.

35:08

🔄 Post-Launch Support and Community Engagement

The focus is on post-launch support and community engagement. The developers express their commitment to supporting the game with new content and improvements based on community feedback. They discuss the importance of updates, potential new features, and the desire to keep the game fresh and engaging for players.

40:11

🎉 Wrapping Up and Future Plans

In the final paragraph, the conversation wraps up with a discussion of future plans for the game. The developers express their excitement for the upcoming release and the potential for future content. They also invite the community to share their thoughts and questions, showing a strong commitment to an open dialogue with players.

Mindmap

Keywords

💡Eugene

Eugene, also known as Alexis, is the CEO of Eugen Systems, the developer of the game 'Warriors of the North' (WoNO). In the script, he is referred to as the 'boss himself' and is a central figure in the discussion about the game's development and features.

💡Army General

The term 'Army General' refers to a game mode within WONO where players manage battalions and engage in strategic warfare. The script mentions playing 'a bit of Army General' and discusses the development and gameplay elements related to this mode.

💡Map Editor

The 'Map Editor' is a tool within WONO that allows players to create and edit maps. The script discusses the development of this feature, its importance for community engagement, and the timeline for its full functionality.

💡Soundbug

Although not explicitly defined in the script, 'Soundbug' likely refers to an issue or a feature related to the game's audio. It could be a placeholder term for an audio-related problem that the developers are addressing.

💡Campaigns

In the context of WONO, 'Campaigns' are structured sequences of battles that players can engage in. The script mentions playing specific campaigns like 'Airor assault campaign' and discusses the development and playtesting of these campaigns.

💡Soviet AI

The 'Soviet AI' represents the artificial intelligence that players face off against in the game when playing as the Soviet forces. The script discusses the challenges of playing against this AI and the strategic decisions it prompts.

💡Ranked Season

'Ranked Season' refers to a competitive phase or period in the game where players can earn ranks based on their performance. The script mentions plans for a 'new season' and 'new reset plan', indicating changes to the competitive structure of the game.

💡Matchmaking

The term 'Matchmaking' pertains to the system that pairs players together for multiplayer games. The script discusses the developers' intentions to improve the matchmaking system to enhance the player experience.

💡Tactical game

A 'Tactical game' is a type of strategy game that emphasizes careful planning and execution of battles. WONO features a tactical game mode, and the script discusses the sequence of development for the map editor in relation to this mode.

💡3D models

The script mentions the future possibility of importing '3D models' into the game, which would allow for greater customization and detail in the creation of units and maps.

💡Autoresolve

'Autoresolve' is a game mechanic that allows battles to be automatically resolved without player input, based on certain parameters. The script discusses this feature and its role in streamlining gameplay.

💡Fatigue mechanic

The 'Fatigue mechanic' is a game feature that affects units' performance and survival based on their continuous use in battles. The script explains how this mechanic works and its impact on gameplay strategy.

💡Self-publishing

The concept of 'Self-publishing' is discussed in the context of the developers choosing to publish their own game rather than working with a publisher. This decision is tied to the desire for greater creative freedom and direct interaction with the community.

💡Nemesis Visions

While not explicitly detailed in the script, 'Nemesis Visions' likely refers to a feature or concept within the game that involves community engagement and voting on certain aspects of the game's development or content.

Highlights

Eugene, CEO of Eugen Systems, joins the stream to play Army General and discuss game development.

Talk about the extensive playtesting and development process of Army General over the last year and a half.

The focus on creating a different pace in the game with unique mechanics for moving battalions.

Hundreds of playthroughs to refine the game's missions and elements.

Introduction of the Airor Assault campaign set in a historical context of June 20th, 1989.

Upcoming release on the 23rd with some features like the Soviet bug to be fixed post-launch.

The game's balancing act between single-player readiness and post-launch content like the editor.

Discussion on the game's focus on single-player experience and future plans for multiplayer and other features.

Explanation of the game's mechanics and the thought process behind the design choices.

The importance of creating a simple yet engaging system for battalion movement and combat.

The challenge of balancing the game to avoid overpowered or underwhelming units.

The introduction of the new ranked season and map updates to enhance the gaming experience.

Plans for the map editor and scenario editor to be released after the game launch.

The potential for 3D model imports and custom unit creation in the future.

The decision behind self-publishing and the benefits of direct community engagement.

Eugene's personal gaming preferences and insights into unit design and balance.

The future of Waro and Eugen Systems with potential DLCs and long-term content support.

The idea behind making the command and control game mode the base game mode in Army General.

Eugene's thoughts on the future of game development and the community's role in it.