Hello Combatants,
An interview was held between the German Combat community site www.combatarms-game.de .
We would like to share the interview with the rest of our Combatants under the community's permition.
Many matters containing the recent lag and hack issues are also included in the interview.
We hope this interview solves some of your curiousities about them.
Enjoy!
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Q: How many developers are working for Combat Arms Europe?
A: The team consists of 27 people. To be exact, these people work on Combat Arms. We aren’t dividing our personnel separately for the EU or US service.
Q: Can you give us a short description of a working day of a game developer?
A: Our work day starts at 9AM. Before we start working, we think over a day’s schedule. We mostly work on future contents. We also have discussions about users’ requests and future development roadmaps. We have lunch between 12 PM and 1 PM, and we work again from 1 PM to 6 PM. When there are urgent issues or major content updates, we work late during those times. In order to communicate with users we look at the forums, community sites and we also play the actual game. Though it is hard for us to speak multiple European languages, most of us can read and write English.
Q: How you get your ideas for maps and models in Combat Arms?
A: Before we make a level, we do some plotting.
The players we want to target, the kind of fun we want to focus on, etc…
Once the gameplay concept is decided, we determine the size and appropriate modes.
After that we search Google Earth. ^-^v
We reference existing military uniforms and movie actors for characters.
Google and Wiki are good friend of ours. :)
Q: What is the standard software for a game developer?
A: 3DS MAX, Maya, PhotoShop, MS Office, Visual Studio, etc.
Q: What do I need to learn or study to be a game developer?
A: There are many ways to participate in game developing as a developer. Designing a fun game as a developer, perfectly implementing a game as a programmer, making graphic sources such as cool guns and characters as a graphic designer or making a fine map as a level designer…
Each role needs different fields of studying, but one thing is needed in common, a heart that knows how to really enjoy and love games.
If you truly enjoy and love games, you already have the mind of a developer. ^-^)=b
Q: How long does it take to make a map (From first idea until publishing)
A: Making a level and publishing one have to be considered as two different processes. Generally, producing a map takes a minimum of 1 month and maximum of 4 months. First we calculate the size and the required game mode. Then we look for an idea. After that we make a path and terrain, and then we do the testing. Tests are repeated until we are completely satisfied. If the production of the path is over we start the detailed modeling and complete the map. The term required for producing a level and the actual popularity don’t always correspond to each other. A map which required 1 month of preparation can be ranked on 1st place, and a map that required 4 months can also be ranked on 1st place. This is an interesting aspect of game developing.
The publishing time depends on the circumstances after the completion of the map. Sometimes we have to finish a map by a fixed update date, and sometimes the map is patched after it is completed.
Q: What are the steps in creation process?
A: First, we discuss the development issues with other developers.
Our production part makes design documentations from the discussion results.
Then, the graphic team and level team work on the required resources, and the programming team makes them visible by developing and implementation.
Speaking like this makes the whole process sound easy, but the reality is that the developers work hard night and day for every single issue. =)
Q: Is it possible to make a map only in one big building? (Without outside area)
A: Yes, this is possible. Making a single level indoors of a single building is convenient, technically and in terms of production. The primitive FPS games were all single floor indoor levels. If it is fun, any form of level is possible.
Q: Will there in future a start delay for all servers (like Clanserver)?
A: We’re unclear about the question. But, if this is about the practice rounds, there won’t be any changes from now.
Q: How will a new character created?
A: The developers and publishers discuss about the preference of the users, and discussions are made by both sides. After making rough selections of the gender, race and uniform, the concept art is drawn. Details are added to a chosen suggestion. Then the 3D work is done.
Q: Do the developers play Combat Arms too?
A: Of course we do! We play all services that we are in. Because of the time difference, we normally logon in dawn or early morning hours in European time.
Q: Is it possible to make an event - developers against community - ?
A: It is possible, but if it happens it will have to be in the early morning. We once created a clan and played clan battles. Right after the launch, our scores where good, but as users got better our rankings dropped. So we made a new clan in Europe, but the same thing is happening. In order to fight against users, we will have to practice very much.
Q: When will the scenario mode come to Europe?
A: The scenario mode will be in Europe in the new name “Fireteam Mode” on the June 4th patch.
Q: Why are there so many lags an servers? What are you doing against the lags?
A: As long as we are using dedicated servers, it is hard to reduce the latency variation that comes from the different regions. We are constantly researching a better Dead-Reckoning technique, and we will present smoother game play through it. We are also studying methods to reduce the server resource use and to increase the response speed.
Q: We know you working hard and you making fast
A: Glitching is one of the most critical issues in PvP, so we are adding backfaces to areas with problems. If too much backfaces are added, the performance can be affected, so we are trying to use as little backfaces as possible.
Preventing Hacks is another one of the top critical issues. We are leaving logs of various hacking activities, and we take measures against those who have violated up to a certain level. We are building a monitoring system for the automation of the mentioned process. If this system is completed, we will take swift measures on hackers with clear evidence. We are also working close with the HackShield developers to block primary hacking attempts.
Q: Is it possible to make a map in a modern city? ( Ronny: Leipzig is a good choice ;) )
A: We have always been thinking about a modern city as a level. We can also make any city. But, in order to completely imitate a city we would need to visit the place in person. If our company sends us on a business trip, we could make a more realistic level.
We have searched Leipzig, which you have recommended, and it seems like a lovely place according to Google Earth.
Q: Are you the people in the (secret) picture on Waverider?
A: We have put in the pictures of our team members as an Easter egg element. We actually wanted to put in some more Easter eggs in other houses, but we ended up putting it in only one house. The secret room has no light, and we are a bit disappointed because you can’t see the pictures well. We have added small Easter eggs, and we will add more to each level in order add up the fun.