Roadmap (sep 2015)

RoadmapSamurai Wars is an online real-time tactical war-game featuring a reality-based simulation model. Up to now the focus has been on researching the various components needed for such a game, such as:

  • 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

The game is written in a of C++ (networking and graphics) and Javascript (user interface). There are no traditional version numbers or alpha/beta test phases or unstable branches. Instead, new features are released as soon as ready and as often as possible, and releases are labeled with the release date and time (yymmdd.hhmm in UTC). The three different client platforms (web, iphone/ipad, and android) will be kept in sync as close as possible (given the approval time of mobile app stores).

Get early access to the game by signing up as a Patron here:

https://www.patreon.com/samuraiwars?ty=h

Feature roadmap

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.

Custom armies

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.

Battle mechanics

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.

Custom scenarios

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.

Contextual battles

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.

Other periods

Extend the platform to new periods, to ancient, medieval, napoleonic times, etc.

Notable Replies

  1. Being a solo developer so far, I've only had my personal to-do list. As project is moving from research to implementation stage it's a good idea to start using the GitHub issue tracker. I'll take some time to update the GitHub project (https://github.com/openwar/openwar/issues).

  2. So what exactly are you working at right now? When is the next update and what will it contain? How often do you work on this game?

Continue the discussion at forum.openwar.org

10 more replies

Blog Comments

14 thoughts on “Roadmap (sep 2015)

  1. The main screen of the game and how you join online games is very bad, I’d work on that before anything else. The msg board is bad also, in 2 v 2 you should be able to talk to your teammate without having to tell everyone online. The game concept is amazing and I love it. The main screen is terrible needs lots of work.

    • Yeah, forgot to add lobby / chat to the roadmap, thanks. There are some lobby glitches and it doesn’t scale well with many players. Any suggestions how to improve the main screen?

  2. Id think that the lobby is alright , without putting a main menu the player could say “get to the point” and either play in training or multiplayer lobby .it also wont look odd in a tablet or a phone. The only bump in the road is that forst time players often mistake that the play button is the only way to play this game or will go asking for ways on how to join a multiplayer lobby xD . I think that this game is very interesting , ihope you never shut this down because this is a good simulation .

    • Good feedback. The play button will make more sense once you can host custom games and play other scenarios.

  3. Im sorry if i keep butting in , but if by chance we may have a [ /newbie ] chat ? More like a Q&A chat aside from the regular chat that will help newcomers when they take their first few baby steps in this game. Seeing that older players know all the controls and the new ones dont , some new players might quit the before understanding how they could have won otherwise. Having a [/newbie] chat may help gamers ((not saying that it would)) grow a community of minds sharing ideas , battleplans/tactics and strategy. It may also be better having a newbie chat then coding a book of instructions because the players actually interact (not just siff through the instructions but talk to other people xD)

    I have a request , im sorry if i ask too much xD . But can you keep the chat “open”(where in everyone can see what your typing) this makes the game less lonely in the lean hours and in between matches. Talking to your enemy is also a strategy in warefare, you must defeat your enemynot only in strategy ,tactics or logistics but also psychologically , to leave him confused and obscure about the spectacle happening before him ^_^

    Sorry for the long post … thx …

    • We’re talking like multiple chat rooms, yeah something like that could work. Team chat will be optional, and open/public chat the default.

    • There has been a slight delay with the updates, because more time was needed for research. Now that the design is in place I can start integrating and will release new updates on a more regular basis.

  4. PLEASE, come out with the Napoleon and even maybe a world war 2 type of one. I love your games and plan on paying for the subscription but I think it would be better to maybe make it a full on $12 and have it stay for a whole year or just do a set price so you don’t have to be charged every month. But please make more eras.

  5. And I want to say one more time if you didn’t read my 5 star review on App Store, this is the greatest app on the App Store it feels like a total war game and if your brought more features into the battle (such as building, new characters, new weapons, and maybe a bit bigger battlefield where troops can move just a bit faster) it would be amazing also on the smaller devices such as iPhone and iPod it tends to be a bit tricky to use controls moving your army. But I am already recommending this to every person I know. Thank you for being the best person and app on the App Store!!!

    • I read all reviews on the App Store and I listen to all feedback (positive and negative). Lots of good suggestions, thanks.

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