I will be doing some planned server maintenance this weekend to improve stability. There may be occasional restarts and disconnects and disturbances in the force.
There has been a lot of questions and discussions about the game on the blog, and though WordPress is great for blogging it’s not really suited for this kind of communication among members. So I have set up a community forum in order to provide a better place for discussing the game, everything from playing help and tips to development and bug reporting.
You’re welcome to head over to forum.openwar.org get the discussion started!
I will be doing more server maintenance today. There may be brief periods of server downtime and restarts. No new features in this server update, but if all goes well it should improve server stability and reduce the need for future downtime.
Big Ooops! Accidentally broke the chat :( Fixing…
Chat is back! I will be monitoring the servers for further glitches.
Apparently broke practice mode too. Fixing…
Server update has been deployed. I will continue to fine-tune the networking in the coming weeks. If you experience network glitches, please report here.
If you want to take a sneak peak of the map editor, just open the following link. (You must use a modern desktop browser, it does not work on mobile or older browsers). There’s no save yet and you can’t play your custom maps, but those things are coming…
Want early access to all new features? Join the Samurai Wars Early Access Program!
I will be doing server maintenance today. The may be brief periods of server downtime and restarts. In that case don’t panic, grab some fresh air, and check back at a later time. Thanks.
I’ve now deployed a new version of the server. In case of glitches, please report here.
- a simulation model and algorithm capable of representing the states and actions of thousands of fighting individuals
- a distributed simulation framework that synchronizes this model between dozens of computers from all over the world
- a network algorithm that handles high latency and crappy connections in a robust way
- a rendering component that can visualize these battles on screen in 3D
- an intuitive user interface for commanding armies and getting feedback of the battle
- a lobby front end where players can meet up and start games
- a lobby back end server that coordinates all of this
- an architecture that is open and allows for maximum freedom to contribute and customize the game play
It’s been a lot of work, I’ve explored a lot of technologies, both useful ones and some dead ends. But the project is now in a stage were all the pieces of the puzzle have been discovered and it’s time to start putting them together.
Development and release process
Get early access to the game by signing up as a Patron here:
This is a list of features needed for the game to be considered ”feature complete”. It’s listed in rough priority order, but there are no hard dates or deadlines. Features are implemented one at a time, and the list will be updated and re-prioritized between each task.
Map editor and custom maps
First step to customization is to be able to create and host your own maps. Initially with the current set of terrain features: hills, woods, and water, but later also structures like buildings, bridges, castles, and forts.
Lobby and chat improvements
Improve the main screen and lobby, add setup panel so you can host custom games. Add in-game team chat.
Battle view, gestures and commands
Need to fix glitches with camera control and unit movement / facing. And add more advanced unit commands for controlling groups of units, changing formation and unit orders like hold-fire, fire-at-will, hold-ground, etc.
Players will be able to select the units they bring to the battle field. Moreover, the host will be able to customize the cost of those units, as to balance the battle in his/her choice of preference.
Improve and fine-tune the calculations for movement and melee combat. Add support for artillery units. Improve how morale works and add fatigue. Add realistic line-of-sight and fog-of-war so that you can conceal units in woods or behind hills.
Graphics and animations
Graphics has admittedly been neglected while focusing on other parts of the game. Needs to be improved and expanded, recreating the style of classical Japanese woodblock prints.
Add different victory conditions and scoring mechanisms other than last-man-standing, like capture-the-flag, king-of-the-hill, free-for-all, etc. Also add historical and fictional scenarios of different types (meeting engagements, ambushes, sieges, etc). And improved battle AI for solo play scenarios.
Add ability to play battles where the outcome matters in the context of a larger scope, such as ladders and competitions like tournaments and leagues, as well as the more traditional strategic campaign mode of play.
Extend the platform to new periods, to ancient, medieval, napoleonic times, etc.
The sound track is now available on Spotify!
Listen to more music made by Elias Luukanen on SoundCloud:
I plan to start the new beta next week (featuring custom maps, fixing matchmaking issues and more). I’ll post here as soon as it is ready for action.
I’m still wresting with some interesting technological challenges. The beta is coming as soon as I’ve solved these.
The update is now live. Apart for some minor fixes this version adds some freshly composed sound tracks, exclusively made for this game by the talented composer Elias Luukkanen. I hope you’ll like it as much as I do, and if you want to hear more of Elias’s work, make sure to check out these places:
- My Website: www.eluukkanen.com/
- Facebook: www.facebook.com/eluukkanen
- Twitter: twitter.com/eluukkanen
- Soundcloud: @elias-luukkanen
Next up will be custom maps, which will be coming to a beta near you in a few weeks.
 Oops, seems there’re gremlins on the server. Stay and listen to the title sound track while I hunt them down.
[edit2] I seem to have chased off those gremlins now, but please report if you see anything suspicious.
The new update is now live. New stuff in this version:
- added deployment phase.
- improved network stability and performance.
- updated sounds.
The deployment phase is a first small step towards improved customization. Try it out and let me know what you think. I’ve also fixed some networking issues that could be causing glitches like invincibility or missing units. If you’re still seeing glitches, please report and I’ll investigate.