2020年9月22日星期二

The Reasons Why

This post is as at least partly for my own benefit, as a reminder of where I was when the time comes for me to get back to the 54's. Hopefully, the thoughts behind the rules may be of interest to some and, of course, there are pictures of toy soldiers!     

Turn 3: Red began with 4 companies of infantry (=2 scenario units) randomly arriving in the best spot. They have just followed up with a gun and a troop of cavalry arriving on the main road. Blue has the initial 2 companies now backed by a field gun with 2 companies of Zouaves just arriving. 

I want a Toy Soldier-ish wargame, not an accurate historical recreation of real battles, but I want them to invoke the feel of small historical actions from the 1870's and 80's  such as Ridgeway during the Fenian Raids or Laing's Nek in the First Boer War not bigger affairs like Tel El Kebir or the battles for the Shipka Pass.  

I also want to use a small table but have at least a little room and some reason to manoeuvre. This means that each unit needs to be small as well as the armies being small and ranges need to be curtailed. My first adult battles with 54's were played  with a set of Colonial Rules written for OS25mm figures but the figures didn't take up much more room (25mm washers vs pennies) and my table was 6'x10' so there was plenty of room for 8 man companies grouped into 3 company battalions, themselves grouped into brigades for the bigger games. However, I have come to like games played with 4 man companies on a smaller table so there are no regrets and an appreciation of the ease of set up, solo play and take down with my current set up.

Turn 6: Both armies are all on board.
There are still a few issues that I am struggling with because what feels like a good "game" mechanism, often appears to be "wrong" from a historical perspective. There are always such conflicts when designing a simple, fun game and it comes down to which compromises give the best over all feel (for me, since I'm not going to be selling the rules). 

The two main issues are Command Control and how to show the effects of combat. 

Whenever I find myself getting bogged down in C&C issues again, I remind myself of Lawford & Young's comments on the subject, reread the old Kriegspiel rules designed to train officers but where they were free to make their own bad decisions, or just read some memoirs. Most wargamers can quote an example of a subordinate not carrying out an order according to the defeated general who is explaining why he lost but few reflect that these known failures are each balanced by thousands of orders which were carried out, or at least attempted.  Then I remind myself to go with Lawford & Young and let player's make their own mistakes rather then hiding behind a die roll. (Mind you I keep some uncertainty by rolling dice for distance as I did back in my MacDuff days in the 90's.)

Later: The battlelines trade fire.

Casualties are a harder thing. Charles Grant was right here, its much easier to show a trickle of casualties on large units. Given that the historical actions that have inspired me for this game had very low numbers of killed and wounded (ie 5% or less in some cases), I have had to forgo removing every hit. Having multi-figure bases at least helps reduce the urge to tip the little guys over. 

Then the bayonet sweeps the field!
(Rolling up 2 guns was probably better than 2 cavalry for Blue but more infantry might have helped!)

I do need to reflect the tendency of units to be pinned by heavy fire as well as a tendency to become brittle and to suddenly break when something changes, like being charged or surprised, having friends run or being ordered to retreat. 

The jury is still out on this topic but at the moment units may fire OR move so the player needs to forgo a chance to shoot if he wants to get close.  They may neither advance nor shoot once  when they have taken their maximum hits and may run if they lose a charge combat, but they might succeed in rallying once they are in a  safe spot. Just removing them and having them automatically rally on the shelf overnight would be easier though, and maybe more toy soldierish.


2020年9月21日星期一

CX2691, Joust!

Hello there, thanks for waiting for this episode that features Joust by Atari! It's one of my favorite arcade games and is done pretty well on the 2600 (spoilers), probably because it was in the capable hands of GCC. Next up is Star Wars The Arcade game by Parker Brothers, which has an extremely interesting provenance. If you'd like to contribute to that episode, please send your feedback to 2600gamebygame@gmail.com by end of day October 20th, and I'll put it in the show. Thanks so much for listening!

My Extra Life donation page, thank you!
List of Radio Shack in store catalog games for sale by Kevin Gatland
Joust on KLOV
Kevin Osborn's Bald Wisdom blog
Michael Feinstein's Fein Line blog
Patricia Goodson at Atari Women site
Joust on Random Terrain
Joust on Atari Protos
Joust prototype photos on Atari Compendium
Joust prototype recreated by Thomas Jentzsch on Atari Age
Source code used for Joust prototype reconstruction (Wayback Machine)

2020年9月12日星期六

Hiring: Tools Programmer




Title: Tools programmer
Focus: Engine
Type: Full-time, permanent
Last day to apply: 30th of October 2018


Tired of the constraints of Unity, Unreal and other big engines? Want to be in control and get down into the nitty gritty of engine coding? Come join us at Frictional Games, one of the few companies that still makes their own tech, and get all up in our HPL engine!

We are now expanding our tech team and looking for a tools programmer who will help make the HPL engine better, prettier, and more intuitive. Your work on the engine will be crucial to the rest of the team, but it will also be seen by our modding community.

The position is full-time and permanent. Ideally we would help you relocate to Malmö, Sweden to be close to our core team, but this is not a necessity.


What will you work on?

As a tools programmer, you will be working together with a small tech team that is mainly responsible for our HPL engine, but also tech support for the games.

Here are some of the things you will find yourself working on:
  • Creating and maintaining the level editor for our proprietary engine
  • Making intuitive user interfaces
  • Creating small specialised tools
  • Working with low-level systems such as IO, AI, rendering, sound, and physics
  • Working with Xbox and PlayStation versions, as well as possible future platforms
  • Internal support for a team of developers
  • Post-launch support.
We also encourage working outside of your area of expertise, and always learning new things. The more areas of development you are willing and able take part in, the better!

If you want to know more about Frictional work practices, you can check out the introduction posts of Peter and Luis, who will be your closest teammates.


What are we looking for?

You have to be a EU/EEA resident to apply.

The person we're looking for is creative, driven and self-sufficient.

Here are some essential skills we require:
  • Well-versed in C++, C#, Java, or similar
  • Knowledge in AngelScript, Python, Lua, or similar
  • You have created an engine or tools for development for at least one game
  • Strong low-level programming skills
  • Familiar with linear algebra
  • Knowledge in working with Widgets / Custom GUI
  • Fluency in English
  • Skills in team communication and support
  • A Windows PC that runs recent games (such as SOMA) that you can use for work (unless you live in Malmö and will work from the office)
  • A fast and stable internet connection.

These will be considered a plus:
  • Experience in engine development
  • Skills in 3D modelling or texture applications
  • Knowledge in UX design
  • Lover for tech and messing with the low level parts of the engine
  • Excitement for creating fast pipelines and making it easy to create awesome art
  • You live in Sweden.

What do we offer?

We are a small team, which means you will be able to work on a wide variety of things and contribute to our future games in a meaningful way.

We also believe a healthy balance between work and life reflects positively on your work. We offer a variety of perks for our full-time employees, especially who live in or relocate to Sweden. We also don't encourage crunch.

Here's what we offer:
  • Flexible working hours
  • Opportunities to influence your workflow
  • Variety in your work tasks, and ability to influence your workload
  • Participation in our internal game Show & Tell sessions, so you'll have input into all aspects of the game
  • Social security and holidays that are up to the Swedish standards
  • An inclusive and respectful work environment
  • An office in central Malmö you can use as much as you please
  • Fun workmates, game and movie nights, and other outings!

How to apply?

Did the position pique your interest? Are you the person we're looking for? Then we would love you hear from you!

We will be looking at applications until 30th of October 2018.

Please send us your:
  • Cover letter (why you should work with us, what do you bring to the table)
  • CV
  • Portfolio (or links to your works)
Send your application to apply@frictionalgames.com!



Privacy Policy

By sending us your application, you give us permission to store your personal information and attachments.

We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.

Beat The Price Increase

The new pricing structure takes effect on February 15th. We are offering up to a 30% discount our current off MSRP until that date.
Most items will see a 5% to 8% increase and a few specific items will be higher.
If you have an item or two that has been on your bucket list, this might be a good time to blow the dust off the list.

 (from prior post)
We started down the road to manufacturing plastic kits in 2012, a lot has happened since then. I have seen shipping prices nearly double, WGF has ceased to be our distributor and we have taken over that aspect of operations. We now purchase our kits from WGF China directly.
We recently place two restock orders to bring our stock levels back on par, the shipping costs have been an eye opener. In many cases shipping from China to the US was more than the actual cost to manufacture a kit. Some kits needed to be brought in line with their cost of production. This price increase was as minimal as we could make it most items will see an increase of 5% to 8% with some more drastic adjustments to kits that were selling into distribution at a lower than delivered cost to us.
To maintain the health of DreamForge-Games it has become clear that we will need to implement a price increase, effective February 15th2016
 
 Mark Mondragon
DreamForge-Games

2020年9月4日星期五

Now Hiring: Community Manager And Event Coordinator


We are now looking for a "Community Manager and Event Coordinator" for our company. This will be a very broad role and we are looking for someone who is very driven and creative. The tasks will range from the simple, such as:
  • Managing our social media accounts and platform-specific communication channels (such as Steam communities and PS4 Game hub).
  • Answering various emails.
  • Coordinating and booking special internal and external events.
It will also include much more complex tasks such as:
  • Planning and coordinating PR for a new game release.
  • Making plans for improving our social media and implementing these.
  • Overseeing a revamp of all our webpages (company and game-specific).
  • Becoming the company's catalyst for generating interesting posts and events on all of our public channels.

The basic requirements are as follows:
  • It's crucial that you are a person who is highly able to work on your own initiative. No one will be laying out an exact schedule of things that you must do - you will need to drive your own workload. You will also need to be a creative member of the team, bringing a lot of your own ideas and suggestions to the table and then going on to implement them when possible.
  • You must live in Sweden or be prepared to move here. Note that any employment starts with a six month trial period, and there is no need to move until that is over.
  • You must have excellent writing skills in English.
  • You need good knowledge of how social media, such as Twitter and Facebook, works.
  • You should have a burning interest in video games and an understanding of the market.
It's worth noting that we do not require any special education or experience. While these are of course good to have, what really matters is that you fit the requirements above.


In order to apply, start by doing the following assignments:
  1. Imagine that SOMA is about to be released. Write a short (at most 150 words) and playful cover letter that will be sent out with all of the review copies of the game.
  2. We really need to become much more frequent in our social media usage and communicate what we do as a company and what we are like as individuals. In 200 words or less, explain how you would try to go about increasing the number of interesting posts on our social media channels.
  3. An angry user has written an email complaining that our games have all become worse since Penumbra, as they no longer have proper puzzles and gameplay. Write a response.
  4. Being proactive and self-starting is crucial for this position. Therefore, write your own question similar to the ones above and answer it.
Compile these into a PDF that has a pleasing layout and send it, along with your CV, to apply@frictionalgames.com.

Privacy Policy
By sending us your application, you give us permission to store your personal information and attachments.

We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.