Future dev diaries

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Sourdust
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Re: Future dev diaries

Post by Sourdust » Wed Oct 17, 2018 10:02 pm

Call me old-fashioned, but I think the best dev diaries are those that are actual diaries - eg, that show us what the dev is currently working on, and give us a little insight into dilemmas, thought processes, problems and solutions that go into the making of a game. I want to know what you're agonising over, and how you resolve it.

I don't really care all that much for "dev diaries" that are really just carefully-constructed marketing teasers, with little insight into the actual making of a game.

Rudankort
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Re: Future dev diaries

Post by Rudankort » Thu Oct 18, 2018 10:07 am

Sourdust wrote:
Wed Oct 17, 2018 10:02 pm
Call me old-fashioned, but I think the best dev diaries are those that are actual diaries - eg, that show us what the dev is currently working on, and give us a little insight into dilemmas, thought processes, problems and solutions that go into the making of a game. I want to know what you're agonising over, and how you resolve it.

I don't really care all that much for "dev diaries" that are really just carefully-constructed marketing teasers, with little insight into the actual making of a game.
All dev diaries are written by me, and although Slitherine proofread them, they never change what I'm saying. I'm not a marketing person, and I'm of course flattered by "carefully-constructed marketing teasers". :) But this is not what I'm trying to achieve. Many people played (and liked) Panzer Corps, and I'm trying to tell not just what I am adding or changing, but also why it happens, what problems in the prequel I am trying to solve, and why I think new approach is better. I need to keep it short, but otherwise this is exactly what you are talking about. Last dev diary is a prime example, and the next one, which is already written, will be more along the same lines. So I'm not sure what exactly you want me to change.

Admittedly, I don't go into gory technical details of game's production, because to be honest, most of them are not funny at all and will not be interesting to the majority of our readers. Making a game like this is only 5% design, and 95% implementation. If I translated what I'm doing right now into the dev diaries, then it might be interesting to other fellow game makers, but not very interesting to players. For example, right now we are struggling with Unreal's combo boxes which do not work correctly under certain conditions. Do you want to hear more about it? :)

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Re: Future dev diaries

Post by Rudankort » Thu Oct 18, 2018 10:15 am

captainjack wrote:
Wed Oct 17, 2018 7:01 am
It would be better still to include an option to choose your own soundtrack or audio feed,.
I like this idea. :)

caca
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Re: Future dev diaries

Post by caca » Thu Oct 18, 2018 10:44 am

Rudankort wrote:
Thu Oct 18, 2018 10:15 am
captainjack wrote:
Wed Oct 17, 2018 7:01 am
It would be better still to include an option to choose your own soundtrack or audio feed,.
I like this idea. :)
Who will be the composer? :wink:

Rudankort
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Re: Future dev diaries

Post by Rudankort » Thu Oct 18, 2018 10:49 pm

caca wrote:
Thu Oct 18, 2018 10:44 am
Who will be the composer? :wink:
Don't look at me, I'm just learning. :) Besides, my comment was about custom soundtracks, which means the composer can be anyone this particular player likes. ;)

Sourdust
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Re: Future dev diaries

Post by Sourdust » Fri Oct 19, 2018 12:15 pm

Rudankort wrote:
Thu Oct 18, 2018 10:07 am
Sourdust wrote:
Wed Oct 17, 2018 10:02 pm
Call me old-fashioned, but I think the best dev diaries are those that are actual diaries - eg, that show us what the dev is currently working on, and give us a little insight into dilemmas, thought processes, problems and solutions that go into the making of a game. I want to know what you're agonising over, and how you resolve it.

I don't really care all that much for "dev diaries" that are really just carefully-constructed marketing teasers, with little insight into the actual making of a game.
All dev diaries are written by me, and although Slitherine proofread them, they never change what I'm saying. I'm not a marketing person, and I'm of course flattered by "carefully-constructed marketing teasers". :) But this is not what I'm trying to achieve. Many people played (and liked) Panzer Corps, and I'm trying to tell not just what I am adding or changing, but also why it happens, what problems in the prequel I am trying to solve, and why I think new approach is better. I need to keep it short, but otherwise this is exactly what you are talking about. Last dev diary is a prime example, and the next one, which is already written, will be more along the same lines. So I'm not sure what exactly you want me to change.

Admittedly, I don't go into gory technical details of game's production, because to be honest, most of them are not funny at all and will not be interesting to the majority of our readers. Making a game like this is only 5% design, and 95% implementation. If I translated what I'm doing right now into the dev diaries, then it might be interesting to other fellow game makers, but not very interesting to players. For example, right now we are struggling with Unreal's combo boxes which do not work correctly under certain conditions. Do you want to hear more about it? :)
Apologies mate, didn't mean to come across as critical. I think the first 4 DDs were good. Just responding to the question: what should be covered in the next DDs? My view is simply this: tell us what you're up to!

Best DDs I ever read were the ones for the original Shenandoah Battle of the Bulge - eg, didn't just show art, showed how the art was made, the reasons behind the aesthetic, some choices that were rejected, etc.

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Re: Future dev diaries

Post by Rudankort » Fri Oct 19, 2018 4:45 pm

Sourdust wrote:
Fri Oct 19, 2018 12:15 pm
Apologies mate, didn't mean to come across as critical. I think the first 4 DDs were good. Just responding to the question: what should be covered in the next DDs? My view is simply this: tell us what you're up to!

Best DDs I ever read were the ones for the original Shenandoah Battle of the Bulge - eg, didn't just show art, showed how the art was made, the reasons behind the aesthetic, some choices that were rejected, etc.
No offense taken at all. :) I'm just honestly trying to understand what you would like to read. So, you want to see some failed attempts? Hmm okay, we'll take a look at what we have in our archives. Maybe it can materialize into something.

PS. I wonder if those BotB diaries are still available online somewhere...

Patrick Ward
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Re: Future dev diaries

Post by Patrick Ward » Fri Oct 19, 2018 5:49 pm

Lol .. you mean someone read them!

I did copy them to my site when Shenandoah shut, but later, when changing ISP, my previous ISP wiped the files before I'd copied over all the images. Its a huge job to find and relink them.

http://www.colourandnoise.com/projects/ ... log-posts/

Damn. Shenandoah was nearly a decade ago.
..........................

Pat a Pixel Pusher

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Sourdust
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Re: Future dev diaries

Post by Sourdust » Sun Oct 21, 2018 10:50 pm

Patrick Ward wrote:
Fri Oct 19, 2018 5:49 pm
Lol .. you mean someone read them!

I did copy them to my site when Shenandoah shut, but later, when changing ISP, my previous ISP wiped the files before I'd copied over all the images. Its a huge job to find and relink them.

http://www.colourandnoise.com/projects/ ... log-posts/

Damn. Shenandoah was nearly a decade ago.
Bloody genius mate! The game, and the diaries. Such an in-depth look into the work of the visual designer...

Patrick Ward
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Re: Future dev diaries

Post by Patrick Ward » Mon Oct 22, 2018 12:32 pm

Sourdust wrote:
Sun Oct 21, 2018 10:50 pm
Patrick Ward wrote:
Fri Oct 19, 2018 5:49 pm
Lol .. you mean someone read them!

I did copy them to my site when Shenandoah shut, but later, when changing ISP, my previous ISP wiped the files before I'd copied over all the images. Its a huge job to find and relink them.

http://www.colourandnoise.com/projects/ ... log-posts/

Damn. Shenandoah was nearly a decade ago.
Bloody genius mate! The game, and the diaries. Such an in-depth look into the work of the visual designer...
:oops: Thanks. But the real geniuses were the rest of the team.
..........................

Pat a Pixel Pusher

..........................

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