Server Update

We’ve upgraded the website today with the following changes:

* The Hunter Store has been remodeled, now it’s easier to compare the different memberships and membership bundles.
* A new membership bundle has been added, the “Pathfinder”, which includes 6 months membership, 4 weapons and 9 other items among other things.
* As a result of adding the “Pathfinder” membership bundle, the “Wayfarer” membership bundle will from now on include 3 months membership. This way it will be easier to compare it with the other membership bundles.
* Doc’s Outfitters has added item bundles to the stores inventory. For the time being you will find the “Bear Bait – Starter Kit”, the “Bear Bait – Discount Refill Pack” and the “Scent – Mega Mix Pack”. Check them out!

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Priorities

Hello and welcome to this weeks installment of the Dev Blog! For those of you that have not yet picked up my role in the team let me introduce myself: I am Björn the resident Game Designer. Lets touch off with some general thoughts about design and priorities…

I find that there is a common misconception about Game Design being all about coming up with cool ideas. In fact this misconception may be attributed to most creative activities. In my experience there has never been a shortage of ideas and even if you come up with something that you think is unique it only takes a quick Google search to find out that it was already discussed centuries ago by someone’s grandparents. Part of it I think is the old myth of the genius. The guy that spends all his time coming up with great ideas that NO ONE has thought of before! Without any real references to base this on I am still pretty sure that even people like Da Vinci got most of his ideas from those that came before him. The reason for his success probably had more to do with timing and implementation than unique ideas (there’s another great example involving a certain fruit company but I fear I would get into legal trouble if we went there).

No, creativity and thus Game Design is more about finding ways to combine all the millions of ideas floating around into something new and awesome. The success of a good design does not lay in the underlying ideas but in how they are implemented.

Finding ways to implement ideas into the game is what I spend a lot of my working day doing. Ideas come from both within the team and from the community forum. The trick is working out how to integrate them into the general game design and even more importantly decide in which order to implement them.

Very few of the ideas we come across are bad ones, but even with the budget of the fruit company it would probably be impossible to do them all at once. Therefore one of our most important tasks are to prioritize in which order to implement them. Factors that play into these decisions can be summarized into a couple of categories:

  • Gameplay
  • Development
  • Business

These are tightly entangled with each other and all of them need to be considered with every decision we make.

Gameplay
Gameplay is of course seriously important since it is what keeps players playing the game and thus this company alive. It is also one of the main reasons why most of us are in this business to begin with.

Development
For every feature we have to ask the question “How long will this take to implement and is it worth spending time on compared to the other things that we could have achieve in the same period of time?”

The answer to this question is relative to the resources available at the time it is asked. The resources we are dealing with are things like the technical state of the game (game engine, tools, code base etc.) and the different types of professionals available.

Everyone in the team has their own specialty and even though we sometimes help out with small tasks it is generally best to let the expert do the tasks that require their expertise (anyone familiar with the concept of “programmers art” should know what I’m talking about…).

Programmers Art?

Programmers Art?

For instance, this means that we cannot create more animations faster by adding more people to the problem since we only have one dedicated animator.

Business
Finally we always have to consider what makes sense business wise. For instance if a publisher want an exclusive weapon in order to let us go retail we may need to put other things on hold since retail is one of the places where we have the potential to attract a largest number of new players to the game.

Thats all for this week. I hope it was enlightening and at least mildly entertaining. In the coming weeks you will hear more from the other members of the team… Maybe some more programmers art, animation jokes or incomprehensible server talk? Only time will tell. Until next time, happy hunting!

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Status Update

New office
We now got access to our new office and have started to move, slow and steady. Moving isn’t as easy as one might think, we depend on a lot of stuff from Avalanche that we normally have access to through the local network. Now that we move to a building on our own all those dependencies has to be solved. It’s a process but hopefully we will have completely relocated within the next 2-3 weeks.

Here is a 360 view of the new office:

We’re hiring
We have started the recruitment process to bring in a much needed additional web/server-programmer, who will work primarily with the server-side game engine for theHunter.

Competition changes
There has been a lot of discussions in the forum about competitions and how the rules can be improved. We have decided to make a few changes that will be implemented on an ongoing basis. The first change to be implemented will be that an expedition must start after the competition starts in order for the kill to register for that competition.
We’ll let you know when the changes take effect.

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Status Update

New news format
Welcome to our new news and blog platform for theHunter!
From here on out all status updates, news, game updates and developer blog entries will be posted here (and will also be available in the launcher and on thehunter.com – so don’t worry, you won’t miss an update). Comments and discussions are still held in the forum as before. Read more about our new format in the first Developer Blog-post from Peter.

New offices!
It’s settled, we’ll be moving to new bigger offices! Currently we share office with the rest of Avalanche Studios, but at the end of this month we’ll be moving (across the street) to an office on our own, were we will have space for more people…
It will be awesome, more info to come 🙂

Continued work
We continue our work on the Muzzleloader and Truracs score distribution for Mule Deer and Blacktail from last week’s update.

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Hello World!

This is the first post in our new blog which aim is to provide everyone with a modern, comprehensible and common source of information about the development and progress of theHunter. The good old “status updates” that a lot of you have been following will be a regular part of this, but our ambition is also to add a greater mix of news and articles shedding more light on the individual people working with theHunter and what they are doing in more detail.
The plan is to have our team members write things here on a regular basis, about anything they like being related to theHunter. Hopefully you will get a better idea of who we actually are as well as more details on what problems we might be struggling with at times. I imagine our Game Designer Björn writing about the complexity of certain game design elements. I could explain more in detail what an african environment would involve, and our programmers could give you a better idea of the complexity of their work.
Everything that is not official Company news, Status updates and details on patches and updates to the actual game should be of a more personal nature to bring a little nuance to our “moneymaking corporation venture” as it might sometimes appear to be to some, perhaps. To begin with the regular status updates will be posted here along with any other news, and we´ll also start adding the occasional “developer entry” and see what happens.

Comments and discussions here on the Blog will be disabled. Instead we invite you to our forums where discussions and our own developer input will go on as usual, and any new post here will be highlighted in the Latest News and Announcements section where you may comment our ramblings.
Hopefully this blog will turn out to be what we and you may hope for it to be, but like everything in any of our lives it will be a work in progress. We´re all looking forward to an interesting autumn at the office where quite a few things will be happening.

Happy hunting until next time!

doc

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