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Best Decisions The three best decisions were starting again from scratch, the combat system, and what I call our Fat Design Phase.
I think if we had not started from scratch, then Warlords IV would never have crossed the finish line. It had been in development a long time, and the codebase was a little "muddy" by the time we took it over. This is partly a matter of me knowing my own limitations - I was Lead Programming the project as well as doing design, and I knew that I wasn't going to work well with the old codebase - it was very, very heavily object-oriented, and my preferred method of coding only uses this technique in moderation.
The Combat System was important. It is, in many ways, the focus of a Warlords game, and it needs to be simple, fast and elegant. It sounds very attractive to say you've got a "full tactical combat system", but the reality of the situation was that having this system would not only have added eights weeks to the development time, but it would have made missions take 15 to 20 hours each. In today's market, a 15 to 20 hour strategy game scenario is not acceptable. Now, I'm sure there may be solutions within the game design that can solve this problem, but I would have guessed that we needed four to eight weeks more to iterate through and tweak it! So, moving to the simpler Speed Tactical System for combat that we finally settled on kept the project on track for us, and actually turned out to be a whole lot of fun!
Key Strengths There are three key areas where I feel we excelled are design, code quality and multiplayer.
The design on Warlords IV was very tight and elegant - a hallmark of all Warlords games, I believe. Everybody on the team contributed good ideas, and they were sifted for the ones that were best and most consistent with the franchise. While the game may contain certain small imbalances, they are easily fixed by tweaking some numbers... the actual systems within the game are nicely designed and work well together. I feel that we kept our eyes on the goal for the whole project and never lost sight of the game we were trying to make.
Finally, the multiplayer on Warlords IV worked really well. We integrated Internet, LAN, hotseat and play by e-mail modes all into the one system. We have a lot of experience with multiplayer systems, and a few years working on RTS games has taught us many things. We made all areas of Warlords IV, even the campaign, available for multiplayer. The flipside of this was that turn-based strategy games are often not played in multiplayer, so many people will probably never experience it - it does require a little bit of patience if you have a slow partner / opponent. However, we've had a blast playing the campaign multiplayer (both via LAN and PBEM) so I speak from first hand experience when I say "give it a try" - it's a whole lot of fun.
12:00 am PST January 5, 2004