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What
Went Right
We
did what it took to make AoK a triple-A game. While the decisions
to take an extra year and reset the units to an AoE baseline
were tough in the short term, they were the right decisions to make.
The commitment of Ensemble Studios to exceed the quality of its prior
games never wavered. To realize our goals, we added the additional programmers,
artists, and designers that we needed. When we needed to stop, take
a hard assessment of what we were doing, and kill our own children if
need be, we did just that. We pushed ourselves hard and we came together
as a team. Despite
AoE’s success and generally glowing reviews, there were two things
about the game that were repeatedly criticized: the artificial intelligence
of the computer players and the pathfinding and movement of units. And
to be honest, they were right. Because these issues got so much press,
we knew going in that if we didn’t address them in a visible and obvious
way, AoK was going to be raked over the coals by reviewers and
users. It didn’t matter that other popular RTS games had pathfinding
that was just as bad, or that our AIs didn’t cheat and theirs did —
we weren’t going be judged against them, but rather against ourselves.
For
the pathfinding problems, nothing less than an all-out blitz was ordered
up. The game engine’s movement system was redesigned and no fewer than
three separate pathfinding and two obstruction systems were developed,
requiring five different people working on them at various times. A
high-level pathfinder computes general routes across the world map,
ignoring such trivial things as people walking, which were handled by
lower-level pathfinders that could thread a path through a closely packed
group of units. In the end, we were so successful in ridding the movement
problems that hampered AoE that reviewers and players couldn’t
help but take notice and acknowledge the improvement. 2.
We innovated within the genre While
in the end AoK stayed much closer to its AoE roots than
we had initially envisioned, we pushed the RTS gaming experience forward
with a host of improvements. Some of these were interface-only improvements,
such as the “Find Next Idle Villager” command, completely customizable
hot-keys, and the extensive rollover help. Other improvements changed
the game play itself, such as the Town Bell (ring it and all your villagers
run inside the Town Center to defend it), in-game technology tree, and
of course, Automatic Formations. One of the most praised features, Automatic
Formations, caused a group of selected units to automatically arrange
themselves logically by putting the strongest units up front and the
ones needing protection in the rear. They stay in formation while traveling,
replacing the “random horde” that players had become accustomed to in
RTS games. Programmer Dave Pottinger originally set out to create a
formation system incorporating characteristics of a turn-based war game’s
formation system, but as the game progressed and our understanding and
vision for the game matured, a complicated formation system gave way
to a simpler system that better served the game.
3.
Better use of bug tracking software and crunch-time management During
the development of AoE, we had a single machine in the office
that would connect up to RAID, a remote bug database in Redmond, Wash.,
via an ISDN modem. This was used to handle bugs found by testers at
Microsoft. Every so often someone would fire the connection up and,
if the machine at the other end was in a good mood, make hard copies
of new bug reports to pass around to people. We also had a different
software package for communicating bugs and issues among ourselves,
but there were not enough users on the license for everyone. Suffice
it to say, this system left something to be desired, but it was all
we had. During the development of AoK, ThinRAID was made available
to us, allowing everyone to access the bug database directly from their
web browser. Having only one system on everyone’s desktop, available
whenever needed, that was always up-to-date made a huge improvement
in our ability to track bugs, stay on top of things, avoid redundancies,
and just plain save time.
4.
Better use of tools and automated testing After
AoE was finished, we developed several in-house and in-game tools
to make the job of development easier. The most-used tool was ArtDesk,
a multi-purpose program that converted graphics from standard formats
to our proprietary formats, which allowed us to view and analyze the
content of our graphics data, and generated many of the custom data
files for the game. This easy-to-use GUI-based program replaced several
antiquated DOS command-line utilities and automated many tasks, saving
a huge amount of time over the development span. In an effort led by
Herb Marselas, programming tools such as Lint, BoundsChecker, and TrueTime
were used to a degree never approached during AoE’s development
and proved invaluable in improving the quality of our code. Finally,
in-game utilities such the Unit Combat Comparison simulator allowed
the designers to balance the game in a more scientific way. Every effort
made in the tools area was rewarded with either time saved or significant
improvements in the product. The only glaring omission in all this was
the lack of an art asset management tool. 5.
We met our system requirements A
game that’s expected to sell in the millions needs to be able to run
on most of the computers it will encounter. Requiring cutting-edge systems
or specific video cards won’t work. With AoK being an 8-bit 2D
game, meeting video card requirements wasn’t going to be very difficult.
But memory and processor-speed targets were another story. All the new
systems in AoK would put their demands on the computer. Optimization
issues were worked on hard for the last several months of development.
The eleventh-hour addition of some clever tricks and a variable graphics-detail
switch allowed us to hit our CPU target of a Pentium 166MHz, MMX-supported
CPU. The minimum memory requirement of 32MB was also met, but with some
reservations. Large multiplayer games on huge maps would need an extra
eight or 16MB to be really playable. All in all though, the minimum
system requirements for AoK are some of the lowest for games
released in the Christmas 1999 season, widening the game’s potential
audience. ________________________________________________________ |
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