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Tribal Wars
8.0
OCT 2011
ribal Wars 8.0 is just around the corner, and we are again excited about what we can offer you and the rest of the community in this major release. As already announced here in the InnoGames news a few months ago, what we primarily focused on in TribalWars 8.0 was the optimization features. Good examples of this would be all the additional information available on the Farm Assistant page or the new time graphs for the War Stats feature. Extensive new report lters have also been added. We havent only optimized features of course, but also processes. Dukes and barons will be able to plan their tribes offensives by selecting villages on the map with simple click and drag mechanisms the plan will then be available to all members of the tribe. The ultimate process optimization would of course have to be our end-game feature though the Secrets of Power. The Secrets of Power end-game scenario revolves around certain items of supposed power the scrolls containing the knowledge of the printing press, anatomy and decimal mathematics. It was this knowledge and more that eventually brought the dark middle ages to an end and ushered in a new era of intelligence and prosperity this is much how it will go in Tribal Wars. Tribes will have the opportunity to be the harbingers of that new age by capturing, transporting and holding all secrets for a set amount of time. More extensive explanations and the full changelog will be revealed soon. Robert
T
Edition: October 2011
Sneak Peek
preview.innogames.com
Halloween
Furthermore, we polished some things: you have surely already noticed the overhauled job images they now feature an antique-look that makes them look like turn-of-the-century photographs. Check it out and compare! Nils
Grepolis
From the 26. of October until the 2. Of November, Grepolis players will encounter a few scaaaaary surprises. For some mystical (and probably supernatural) reason, the Aegean is suddenly full of giant swimming Ae pumpkins. Quickly collecting them will pu activate a helpful production bonus, and ac th there are also some awards to win. Even th the ancient Greek gods decided to dress up for Halloween this year: In order to see Ze Zeus, Hera and friends as scary vampires and wicked witches, players should log in an immediately. im
Edition: October 2011
Fabio
The experiences of Sebastian, we pretty much nished our game right in time. (Of course the game could have been Software Developer
better, but we are satised with the result.) I attended the rst InnoGames Game Jam. It was an amazing, funny and exhausting experience. It was also the rst Game Jam that I have ever attended. Here are some things Ive learned from it (for the next time) and some things Ive recently realized: 1. Get enough sleep! The longer I was awake the fewer tasks I accomplished. 2. I was impressed that the others and I were able to solve things, although we were completely spent. (Ok, things came up pretty slow after a while ). 3. Know your tools! It was my rst Game Jam and I went into it with a thing will go well attitude. I wasnt prepared very well content-wise. I chose JavaScript as my programming language, a language that impresses me but I havent mastered it yet. Maybe I should have chosen another language. 4. Have a good partner! For me, I didnt want a project to take on alone. I had an excellent partner in Thorben. We have known each other for about ten years now and 5. Dont give a shit about code quality! Really! Get things done! In the daily business I care about code quality, structure, reusability and so on the list can be endless. I cared about quality in the Game Jam tooat least in the beginning. But quickly I (happily) became aware that I was trying to make things nice and beautiful instead of getting things done. The progress was slow. From then on I didnt care about code quality much anymore. continued...
continued... 6. Use some version control system! Use Git. Use Subversion. Use whatever suites you (have a look at wiki). You might think that you dont need such a tool for a small project. I did. And I was very happy I didseveral times. Last time, right before the end, Thorben and I created a branch called combos to implement a new feature which, of course we didnt complete within the remaining 45 minutes then. 7. People are interested in what you do and they gladly share their things, too. That was really nice to notice. In the daily business thats not always the case because of very different reasons, I guess. Thats pretty much it. Thanks a lot again to all attendees for coming and making it such a cool event. And thanks to InnoGames for providing space, food and beverages. Before sunrise I nished my rst milestone. Seeing how my game came to life felt great; how the work started to pay off and the idea was growing slowly. But I was very tired, so I went to bed. I thought I would sleep until next day, but I was wrong. I dont know why, but I woke up only having slept 4 hours. Looking back, I am pretty sure the game jam god slapped me in the face with his big hands, telling me to go nish the game. So I did, never sleeping again until the very end of the game jam. There was a moment at night, when I looked up from the desktop, seeing sleepy faces of my game jam brothers and sisters (you get to know people very well when sharing a room for so many hours ;- ) , empty pizza (thanks innogames for sponsoring these!) boxes and energy drinks all around us and I asked myself: is this how a start-up feels? Working together with people you like on something you love, working hard into very late in the night, with children and women waiting for you at home. I dont know cause I never worked for one, but what I do know is how good it felt and I am very happy to work at a place where moments like this are stored in my memory, so I can tell my children and grandchildren about themok maybe not my grandchildren Continued...
Michael,
Oh dear, what have I done? how is it possible that I thought 48h of programming was a good idea for a weekend? Well, you dont have to program all the time it is possible to program your game in 8 hours and sleep for the rest. Maybe you can imagine that it was quite the opposite So here is my story, how I started, how I felt wasted like never before, how I saw people drinking 4 liters of energy drinks, how the countdown crumbled to 00:00:00, how it ended and how awesome this all was. At the beginning there was a theme and then came the thought and at 4 p.c (past countdown) I created the very rst code. I was fresh, and had so many great ideas in my head. Clearly, I was going to program the best game ever! And truth be told, the only reason why that didnt worked out was the limited time (- ;
continued... The morning before the end I felt very tired. I wrote over 1000 lines of code, but they felt like 1000.000 because I had rewritten them like 1000 times, I had a bug which I could not gure out, so I cut the feature (it felt like I was abandoning a child, but there is no time for such soft feelings at a game jam!) and moved on. I kept going and going, running against the countdown and my sleepiness, working on my game and so did the others. Everyone was tired, but no one gave up! We were like a band of brothers at war, helping each other, giving cheers and feedback (well thats not so common at war, I think). It came fast and no one could belief it was really there the end! Every one of us was happy and relieved. We came together one last time to present our games to each other. There was an adventure, a tower defense, a beat em up and others. Everyone was very unique, like the people who created them. We laughed a lot and were very happy to share this experience. As for me, it was a very unique adventure that I am glad I have made. I got to know my colleagues much better. I was inspired by the spirit everyone showed and lets not forget, I made a game in 48h, something you should try with your very own hands :)
in the ofces next door. Music could be turned on full volume and sang along loudly, with cursing and laughing. Thanks to the other great (and helpful!) participants, the idea of the marketing team producing a little adventure, gradually took shape. Now the text and graphics should be added somehow in the code! But time was against us all: After the rst 30 hours (which was preceded by a normal working day) even the most stubborn members of our team slept a few hours. Annoying, but needed! The hours melted away between our ngers as we frantically dug into the keys, until suddenly the countdown expired. But we wanted to add chapters 2 and 3?! No way, our organizer Michael Indyk was tough, but fair: no extra 10-20 hours for us! And the moral of the story? Next time we will be there and make everything even more beautiful, even better and faster! And for those who cannot program: ask your fellow programmers certainly one could use another creative head in his or her team, and doesnt want to y solo! Well see you at the next InnoGames Game Jam!
pressed me deepl (Shout out kids!) S e deeply. Sure enough, a few days later I took over the .de Community Management and thus the German Community. The relationship with those guys is a one of a kind experience. Seldom have I seen a Community both so hateful and dedicated to the game at the same time. They are a remarkable, sometimes annoying, cool, never boring and overall pretty nerdy bunch of people. Working for/with/under/against Nino and Robert is actually not as bad as people made it sound, though I have to admit that Nino is pretty bad at BF:BC2 and Robert, well, Robert is pretty. So hes got that going for him. During a skype session with Domi about something I already forgot, we got to talking about Grepolis and the fact that she was looking into nding a new CM for the game. So we brainstormed a bit about candidates and 2 weeks later I started my (second) job. Running both .de versions of TW and Grepolis is probably the most insightful experience I had so far in Community Management and despite my initial fears it actually proves incredibly useful, since specic ideas in one team can sometimes spark a change or addition in the other. Continued...
continued...
Gaming wise I think one can regard me as pretty old-school, or skewl, or however you kids write it these days. I got my rst PC when I was 8. Screens where still black/ white or rather green/black these days and graphical working environments like Windows were just a tool, not an operating system. For all you geeks out there it was a 286, 4MB Ram (inorite?!) and a massive 40MB harddrive. It was a power house. From that day on I was pretty much lost and I travelled long and willingly on the road of die-hard PC Gaming. I do prefer RPGs, FPSs and good MMOS (not many out there sadly) and I hate sports games with a vengeance (yeah, that also includes RL-Kicker, even though its the company sport). So working in the gaming industry wasnt a big step for me. Ofcially Im a philosopher and publishing science person by training (Well, almost nished) and I spend a lot of my time reading, both scientic and novels. Reading, talking,
having a nice cup of java and a good cigarette, all those things are an integral part of my life and I wouldnt want to miss them. When Im not in front of a screen which is a rather rare occurrence nowadays (I love you Android tablet!), I practice Tai-Chi or go out into nature and try to solve the riddles of the universe. And of course a lot of my time is devoted to my lovely lady, who sadly isnt a gamer yet. But I got her hooked on some cute casual games on the tablet. Ill get her there, you just wait and see. I feel I should end this with something good, a sentence that contains big and impressive words like profound and meaningful; and I should somehow get InnoGames in the sentence too. Well, that wasnt so hard in the end. ;) See you ingame guys.
Im a philosopher by training.
A COMA Writes
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Edition: October 2011
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