Brad Wardell's Blog


Are you using Tiles? If not, GET IT!

Published on Thursday, June 28, 2012 By Brad Wardell In Personal Computing

I’ve been kind of down on the Windows 8 metro experience.  Part of the reason is that I’ve seen how Microsoft might have implemented a Metro-style interface that would make sense on mobile and a desktop without doing what they actually did – tack on a completely different user experience (Metro) and make the desktop some sort of “legacy” environment.

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This is a screenshot of my desktop. Using WindowFX, I have hidden all my icons (I double tap the desktop to bring them back). I have enabled the Tiles option to hide my taskbar. The bar on the right is Tiles.  It’s not a “sidebar” in the traditional sense.  At the top you have pages. Using your mouse (or on a touch screen your finger) you can turn pages by grabbing any blank area and dragging.

Now, on a mobile device I’d picture the pages being hidden except when you hit the home button and the tiles width being wider (you can control the size from the options menu, I have it on normal).

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Now above I’ve made the tile pages as wide as they can be. If I wanted, I could get rid of the live previews and just have very large icons (which I’d be tempted to do if I were running on a mobile device). The live previews make it exceptionally easy to find what you’re looking for.

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Here’s a diagram of one of my Tiles pages.  As you can see, I have made it very narrow (max screen space) and have turned off live previews. With this set up, you can permanently turn off the task bar (we have made it so that the Windows key will still pop up the Start menu just in case there’s something you want to grab).

So how much is Tiles? Answer: FREE.  There are premium features (like skinning and special page filters that are quite compelling for power users) but the base program already does what I think (and hope you will agree) could have been done with Windows 8 rather than creating a separate "Metro Start Screen” thing.

Download: www.stardock.com/products/tiles

Civilization: 20 years of destroying lives

Published on Monday, June 18, 2012 By Brad Wardell In PC Gaming

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It was twenty years ago this week that I started playing the Civilization series.  I remember it well as I got enough birthday money to buy a copy of it.  I played and played and I discovered something fascinating – the birds start to sing in south eastern Michigan at around 4:30am. 

The game changed my life.  Civilization was the first “4X” game I ever played and I’ve been hooked every since.  It inspired me to become a game developer.  Two years later, Stardock was incorporated (while I was still in college).

So here’s you to, Sid Meier. Game crack dealer to a generation. Thank you! The single greatest game of all time by the greatest game designer of all time.

Elemental: June 2012 Status

Published on Wednesday, June 13, 2012 By Brad Wardell In Elemental Dev Journals

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Greetings! It’s been awhile since we’ve put up an update on where things stand.  So without further delay, here are some answers to questions we’ve received recently:

When will Beta 4 come out? The best I can say is “This Summer”.  It definitely won’t be out in June but might make it in time for July.

What will be in Beta 4? Beta 4 focuses a great deal on the civilization aspect of the game.  Specifically, the way cities are constructed. A third prime resource, essence, will be introduced (grain, materials, and now essence) which will help encourage greater specialization in cities. The graphics and user interface will also see a significant series of improvements for Beta 4 as well.

Will there be a Beta 5? Probably. Depends on how we’re feeling about Beta 4.

Will Fallen Enchantress require Steam? No.  We plan to make Fallen Enchantress available to purchase on Steam. But it won’t require Steam to play.

What is the status of multiplayer? It is our intention to add multiplayer after release but it won’t be available on day 0.

What is the status of modding? We would like to open up modding officially during the Beta 4 phase. No promises though.

Will there be more spells? Yes. We add more spells as we go along.

When will the final game be released? We don’t have a release date yet. But we are hoping sometime this Fall. We want to make sure we have all the time we need to make Elemental: Fallen Enchantress as good as we can make it.

 

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Sins Rebellion the first test case of the Stardock revamp

Published on Tuesday, June 12, 2012 By Brad Wardell In PC Gaming

It was going faster…and faster…and faster…

imageStardock, a company that by mid 2010 only had a total of around 60 employees ran Impulse, had multiple games in the pipeline, was the leading licensor to OEMs of desktop enhancements (We made the DellDock for Dell and then HP asked us to make a competitor to the DellDock which we delivered in the form of Fences for HP and then licensed MyColors to both of them as well as to many others) along with many other projects in the pipeline.

How did we do it? The answer, we stretched ourselves extremely thin. We had a really well oiled development machine and our key people were no longer dedicated to anything in particular but rather oversaw several projects.

Because our turn-over rate is basically zilch, our people had/have become extremely good. If you’ve ever read the The Tipping Point, then you can picture the level of productivity we get in our areas of expertise.

By Summer of 2010, I was ostensibly the designer and AI coder for Elemental: War of Magic and had just taken over the job of producer when the game’s producer needed to take time off for the birth of their daughter. On top of that, some unforeseen issues arose in marketing so that the last month of the game’s development found me taking over all the marketing work as well.  The result, was a the release of War of Magic which was a wake up call to us.

After that game, we took a look how how we were running the company. The company’s phenomenal output had made the company very profitable but nothing was getting the kind of personalized attention it used to get.  It was a moment to rethink what we wanted to do with ourselves. 

So, we sold Impulse to GameStop, brought the game developers who were on Impulse back to the games unit and had them take over Elemental. We were fortunate to be able to bring on board Derek Paxton to run the games unit (he’s now Vice President of Stardock Entertainment). We brought Jon Shafer in to design/lead one project and hired Chris Bray (formerly of Red Storm Entertainment) to lead Sins of a Solar Empire: Rebellion. 

In addition, retail ceased to be a consideration for release dates. Only quality. When the game was deemed unequivocally excellent, only then would we start thinking of release dates. Then, we would use the additional time to polish polish polish. 

Mind you, we always have tried to make sure our games were excellent. The difference, however, was that they had specific release dates because we had to sign contracts with retailers many months in advance.  So, for instance, we knew Galactic Civilizations II would come out in February 2006 -- a full year before it was done.  We just managed our project in such a way to have enough time to make it as good as we could make it in that time frame.

But with Sins of a Solar Empire: Rebellion, the concept of a set release date was tossed out. instead, only when the game was deemed by the team to be “awesome” would we evaluate it and come up with a release date.  How this works out, from a profitability stand-point remains to be seen. 

We’ve never released anything nearly as polished as Rebellion. Since Stardock and Ironclad developed Rebellion as a unified team (gotta love the Internet and VPNs), the undefined release dates meant a lot of flexibility in making sure both teams had time to do what they thought was needed.  We’re really pleased with the results.

Sins of a Solar Empire: Rebellion–What’s new

Published on Tuesday, June 12, 2012 By Brad Wardell In Sins Developer Journals

Introduction – The Sins of a Solar Empire

imageSins of a Solar Empire is a game set in a distant future where mankind has expanded into the stars, creating a loose networking of colonies that become known as the Trade Order. Over a period of a thousand years, the Trade Order worlds experienced peace and prosperity. All of that, however, changed twenty years ago when the aliens arrived.

The Vasari Empire once ruled over countless worlds. For thousands of years, they were unstoppable and considered invulnerable to any external or internal threat.  However, approximately 10,000 years ago, an unknown force began wiping out their worlds. When it became clear that they were helpless to stop this force, they fled their own empire and have, ever since, traveled across the stars, just ahead of the unknown terror that pursues them.

While lacking numbers, the remnants of the glorious Vasari empire never had any problems entering into a new space, taking what they needed, and moving on.  That is, until they came in contact with the humans of the Trade Order.  At first, Trader worlds fell to the Vasari. But soon, mankind formed the Trader Emergency Coalition (TEC), relearned the art of war and began to push back against the invading Vasari forces.

In this stalemate came the exiled race called the Advent.  Once human, they had been banished from Trader space long ago due to their experiments in human biological and cybernetic enhancement. Now they’re back and they wish to take what they believe is theirs.

Entrenchment & Diplomacy

Through the course of the conflict, different techniques were attempted to bring the war to an end. Massive star bases were built to defend planets in the hope of making it too expensive to conduct war. Instead, casualties simply soared. Then diplomacy was attempted to try to bring about a negotiated settlement. It failed.

The Rebellion

This brings us to Sins of a Solar Empire: Rebellion. The three races have each been split in two as civil war has broken due to years of conflict and destruction.  The TEC, Vasari and Advent have slowly ground one another into dust with the survivors clamoring for their own vision of what constitutes victory – at any price.

The highlights

imageWithout going into all of the hundreds of new features, changes and additions in Sins of a Solar Empire: Rebellion here is a brief summary:

For the first time since the original Sins of a Solar Empire was released, we have a single, fully integrated game, built from the ground up to deliver a spectacular PC-exclusive strategy game experience.  Unlike the two stand-alone expansions previously released (Entrenchment and Diplomacy), Rebellion expands across the board. Nothing in the game was untouched.  The starbases got enhancements, the diplomatic features were improved, the graphics engine was overhauled, the computer AI greatly updated, the pirates reimagined, the multiplayer vastly improved.

Of course, those kinds of meat and potato improvements don’t tend to get a lot of attention in reviews or in marketing. But to gamers, they matter. They matter  because the things that have made Sins of a Solar Empire the most popular space RTS of all time have been taken to their next logical step.

More obvious, however, are the new additions to the game. These include:

The Titans which are, in essence, like the super star destroyers of the Sins universe. As huge as capital ships were in Sins of a Solar Empire, the titan class ships absolutely dwarf them.

New ships such as the new capital ships and cruisers such as the Corvette help ensure that each faction doesn’t just play differently but plays even more uniquely than ever before. Having two years of player feedback on cool ways to make the Vasari, Advent, and TEC play uniquely didn’t hurt either. : )

Factions of the three races now bring new depth. They come in two flavors – Loyalist and Rebel. As you can imagine, this feature results in hundreds of additional changes to the game play since each faction has their own tech tree, ships, etc.

Victory Conditions. We heard you. We listened. We added.  Sins of a Solar Empire is famous for delivering 4X strategy in a real-time game.  But for players who wanted to be able to focus their games (particularly for shorter games), new victory conditions were added that help ensure that Sins remains a compelling multiplayer experience as well as being able to enhance single player replayability.

Join us

If you don’t have Sins of a Solar Empire: Rebellion, join us.  Few games have been able to keep the same team together to polish and enhance for as long as the Sins team has had.  Thanks to gamers like you, Stardock and Ironclad got to spend a lot of extra time on Sins of a Solar Empire: Rebellion to make sure it was “just right”.  

[Get Sins of a Solar Empire: Rebellion]

June 12th! It's tomorrow! Buckle up!

Published on Monday, June 11, 2012 By Brad Wardell In Sins News

At long last, June 12th is just about here!

It's hard to believe how long we've (us and the Sins community) have been working on this.  Back at the start, June 2012 seemed impossibly far away.

But we wanted to make sure Sins of a Solar Empire: Rebellion was just right. Each new faction, each new ship and titan, each new victory condition got plenty of spot light in their own beta releases. We wanted to make sure the updated graphics engine looked amazing but also performed well for people.  

I and the rest of the Stardock crew plan to be hanging out this week playing Sins of a Solar Empire: Rebellion online.  My Steam ID is draginol if you want to find me on there.

Good luck to all of us! Tomorrow can't come soon enough.