Brad Wardell's Blog


Brainstorming skinning for 2011

Published on Saturday, October 30, 2010 By Brad Wardell In OS Customization

I’m slowly putting together the 2011 business plan for Stardock. Where to budget what.  It’s a difficult challenge this year because the Windows market isn’t just fragmented but the tech market is fragmented (iOS has become a serious venue for development).

Our business model for skinning has slowly broken down over the years. Years ago, we would come up with app ideas and then look out on the net to find someone who has made something similar and work with them on a royalty basis. 

Nowadays, the expectation of quality is such that you can’t really get away with having some college student making this stuff in his spare time for some extra money and our seasoned developers have moved on to other things or are juggling many different programs at once.

For example, I’d love to do a full blown WPF DesktopX successor.  But we’re having a devil of a time getting DesktopX 4 out the door as-is.  A WPF desktop creator might be a big hit or…it might be a huge amount of work that amounts to very little.

As Windows itself has gotten nicer looking by default, the demand for software fix the Windows experience has naturally declined. I use IconPackager, WindowBlinds, ObjectDock, Fences, and DeskScapes.

I think there’s a lot more that could be done with DeskScapes going forward.  IconPackager is a lot tougher because the time versus pay off ratio doesn’t work out.  WindowBlinds still has a lot of good stuff we can do for that.  ObjectDock 2 just came out and there’s a lot that can still be done there.

We already have a couple of new things in store for next year but increasingly, our focus is on things that improve the experience of Windows less via eye candy and more by modernizing the experience.  Anyone who has used an iPad (or Windows 7 mobile) can really see how rickety Windows (and MacOS for that matter) have really become.  Not because they’re overly complicated but rather because their user experience was designed during a different era. 

The whole Windows experience needs a serious overhaul but such an overhaul wouldn’t be cheap and it might amount to nothing if users didn’t like it.

I know I’m more than a little annoyed that Microsoft has taken their eye off the Windows ball. WPF and Silverlight are awesome – on Windows.  Microsoft needs to quit putting mindless suits in charge of things and get some people with common sense running the show.  Windows need not to a legacy platform, it just needs a revisit from a 2010 perspective.

And so that’s what I’m looking at.  The challenge is finding developers who are willing to work on a royalty basis rather than a salary basis.  People to share the risk in creating cool new things.

Begatting resources

Published on Thursday, October 28, 2010 By Brad Wardell In Elemental Dev Journals

Today we’re talking about different ways we can streamline the creation of resources. A long time ago, we wanted to put in a system where I could mine ore which could be turned into ingots  and so on. Basically, one resource being turned into another resource.

Onward!

Published on Tuesday, October 26, 2010 By Brad Wardell In Elemental Dev Journals

 

image

You know how it goes.

Game company releases game.  They put out a series of bug fix patches for a bit and then they move on until it’s time to get you to buy an expansion pack or two until it’s time to do a sequel. If the initial game gets panned or negative reviews, it’s typically abandoned.

And people wonder why gamers have gotten so cynical.

As people in our community know, that’s not how we do things here. 

Those of you who hang out here have seen us discussing the upcoming version 1.1 of Elemental: War of Magic.  This is a partial screenshot (right side of my screen) of some of the UI updates we’re doing.

For those of you who want to try v1.1 in beta, we plan to put out the first beta in about a week.

Until the end of THIS MONTH (October 31), anyone who purchase Elemental: War of Magic, will get the first two expansions for the game for free (as well as our normal long-term support for the game itself).

The purpose of this entry is to provide space for people who have questions on what we’re doing now versus in future updates. 

Elemental: Historical Timeline of the known world

Published on Monday, October 25, 2010 By Brad Wardell In Elemental Dev Journals

The world of Elemental is a big place. Thus far, our lore has only covered the events of Anthys, a continent about the size of Europe.

 

15-10,000 B.C. (Before Cataclysm)

Intelligent life emerges on the planet, in the form of dragons. These creatures inhabit Anthys and the southern part of Korrel.

They develop a civilization of sorts; not as men would recognize it, but they have clans, histories, etc. This information is passed down orally; dragons do not write. They have outstanding memories and live in peace. It is the noontide of the dragons.

It is, relatively speaking, short-lived.

8000 B.C.

Men appear on the continent of Anthys. They emerge as fully-formed Homo Sapiens; evolution does not happen on this world. They begin to group and build civilizations, to transit from hunter-gatherers to farmers.

7500 B.C.

Emergence of the first cities. The myth of Tan-la-Ur, the man who could talk to Dragons. The Empire of Al-Ashteroth rises in the east. This is a bloodthirsty, warlike kingdom, in which magic is controlled by a select caste of warrior-priests. These priests lead their people into battle against the dragons, resulting in the extermination of those beasts from the world… or so it is assumed.

7000 B.C. /O O.R. (Old Reckoning; pre-cataclysm Calendar of Elemental)

Al-Ashteroth falls into decline. The rise of the great-city states; Bantree, in the west; Malaya in the south, and Hallas, in the east (far to the north of Al-Ashteroth, at the point where the Gandru river flows into the Eastern Sea) arise. This is the noontide of the Magicians. Elemental is rich in magic and the rulers of this world master it, and use it to do great works.

5012 B.C./1988 O.R.

Events of the Book of the Magi in the Hiergamenon.

The greatest of all these early sorcerers - Lord Ereog of Hallas, Lord Argynn of Malaya, and Breon, the Witch Queen of Nimmeria – combine forces to cast the Spell of Making, thus creating the Forge of the Overlords, which allows the creation of magical objects.

The casting of this incredibly powerful spell, however, creates a ripple in space, one that shines like a beacon in the dark of the universe, and attracts the attention of the Arnor. The two factions of this race have continued their struggle over all the millennia since the shattering of the Telenanth; the shards of that crystal have in fact played a key role in that battle. Possession of one of these shards – scattered throughout the known universe – magnifies the abilities of the holder severalfold.

4500 B.C.

Discovery of the island continent of Sylt, thought to be legendary. And the rediscovery of dragons, thought to be extinct.

3434 B.C./3566 O.R./O P.C. (Paridian Calendar)

Pariden, one of the Elas’nir, constructs a portal enabling him to travel between worlds. He arrives on Elemental, on the continent of Anthys, in the capital city of the great city-state Hallas, the site of the forge. His emergence from the portal seems to the people of Hallas like the descent of their gods to their world. Within the span of a few generations, it becomes an important chapter in the world’s cosmology.

Within the span of a few years, ancient Hallas is renamed Pariden.

3400-3000 B.C.

Pariden and other Elas’nir begin their exploration of Elemental, puzzled as to the source of the world’s magic.

Meanwhile, on the Arnor’s own homeworld, the Dred’nir, learning of Pariden’s successful construction of the portal, intensify their struggle against the Elas’nir, hoping to seize control of the gateway between worlds.

3406 B.C./ 3988 O.R/ 428 P.C.

Birth of Rox Janeel.

2988 B.C./4012 O.R./446 P.C. (Paridean Calendar)

Their powers augmented by a significant number of shards, the Dred’nir seize control of the portal. The first of them emerge in Elemental. Among their number are Curgen, Kir’Tion, and the Lady Umber.

Their arrival is also like a scene out of some cosmic mythos; a scene of terror, and slaughter. Hundreds of men perish; Pariden himself is killed as well. Realizing the source of the Dred’nir’s strength, one of Pariden’s most trusted lieutenants – the Elas’nir Tandis – leads a last desperate struggle against Curgen, hoping to gain possession of some of those shards for himself. In this, he is only partly successful.

He does, however, succeed in destroying the portal between worlds, preventing the arrival of further Dred’nir… and in the process, stranding himself and his fellow immortals on Elemental forever.

Rox Janeel of Pariden collects the stories of the Magi, which have been passed down orally over the Millenia, and those of the Titans, which he has lived through, into a single volume for the first time; this is the Hiergamenon.

2975 B.C.

Curgen renames Pariden Imperium and begins to order affairs in the east to his liking.

He sends Kir-Tion and Lady Umber to the jungles of Al-Ashteroth, seeking the source of the great magics once performed there by the warrior-priests of that ancient nation. Seeking control of the seemingly endless supply of magic in the world.

Men are increasingly enslaved in this task.

The immortals are now commonly referred to as titans. Curgen – and the most powerful of his lieutenants – are now called Dread Lords.

2800 B.C.

Among the hills and crags of the Spine of the Empire – the mountain range that runs diagonally through the Eastern part of the continent – resistance to the Dread Lord forms. The Free Cities of Valgona and Eldric are formed, and fall to Curgen’s armies. The resistance is driven (literally) underground, into the great tunnels that honeycomb the mountains; this underground world becomes known as Calebethon.

2300 B.C.

The Wrath of the Magicians.

A great force of mortal men, led by the two surviving Elas’nir – Tandis, and Talax - arises to resist the increasing spread of Curgen’s Empire. At the Battle of Engar’s Steppe, in the heart of the continent, the Dred’nir and their army are halted in their tracks.

An uneasy truce is reached. The known world – the continent of Anthys - is split into two rival spheres of influence. Free men, in the west. Dred’nir, and their lackeys, in the East. The dividing line is the Capacean range, roughly in the middle of the continent.

The next thousand years is a time of relative peace.

In the west, new cities, new kingdoms, new sovereigns arise. Along the western coast, the city of Coriopolis becomes the crown jewel in the most powerful of all the nations of men, Athica. A council of merchant Lords rule Ruvenna, the trading capital of the western world, while in ancient Zabril, a council of sorcerers emerges as the ruling force.

Tandis, and the surviving Elas’nir, fade from the sight of men.

In the east, revolt is the order of the day. Curgen’s Empire splinters; both Kir-Tion and the Lady Umber break away from Imperium, and begin the construction of Empires of their own.

The Lord Protectors’ Road (note name change) is constructed. It runs across the continent, from Coriopolis in the far west, along the Gandru River eastward to Capitar, and eventually through the Capacean range into the East, to Imperium itself. The road is sovereign territory, belonging to no nation. By mutual agreement between Curgen and Tandis – and, it is hinted at, through the powers of magic - no one who travels it can be attacked.

Curgen, however, is not satisfied with the status quo.

1300 B.C.

The Dread Lord’s armies wipe out the last of the Free Resistance in the underground city of Calebethon. In the deepest, most hidden recesses of these caverns, Curgen constructs a laboratory, and begins to experiment. First on animals, including Dragons taken from the Isle of Sylt, and then on men. He twists the very stuff of their bodies; he transforms them into hundreds of other kinds of creatures.

Over the course of the next few centuries, in the hidden laboratory that will become known as N’it’va’ganesh, the various races that will become known as the Fallen are born.

1200 B.C.

Kir-Tion is not satisfied with the status quo either.

Frustrated with resistance to his own empire by the mortals under his rule, jealous of Curgen’s continually growing might, he conceives of a way to seize control of the power contained in all the shards, no matter where they are located.

Key to this plan is one particular Dred’nir – Tar-Thela, who has the unique ability to find the shards, and bind them to her in her mind.

Kir-Tion attacks her without warning, and removes her memories. He sends her out into the world then, on a quest to find the shards and gain their power for him.

1000 B.C.

Tar-Thela’s quest ends in success, of a sort. Much of the magic of Elemental is indeed absorbed into the shards. But an unexpected result occurs: the shards, once filled with magic, become rooted to the world where they rest, unable to be moved.

The race to control these shards begins.

During the next two hundred years, war between the Dread Lords – punctuated by scattered skirmishes between Curgen’s forces and those of the west – is the order of the day.

800 B.C.

After a great siege, Curgen slays Kir-Tirion at the battle of Al-Ashteroth, leaving the Lady Umber, whose seat of power is the city of Ythril, built on the ruins of the most powerful of all the ancient-sea faring kingdoms, Malaya, as his chief rival.

In the west, the kingdoms of Men are dwindling in strength, as mortals born after the capture of magic possess no magic. Tandis the Arnor organizes his fellow Elas’nir and men to resist the growing might of the east.

730 B.C.

In what had been the free city of Valgona, a boy named Hosten is born. He is the first Channeler – the first mortal to sense and control any shard he has ever touched.

730-630 B.C.

Events from The Nemesis of the Gods.

710-690 B.C.

Inspired and led by Hosten, who has grown into a man, a sorcerer supreme, more powerful than all but a handful of Arnor himself, the cities of the Imperial Spine revolt, and throw off the yoke of Empire.

689 B.C.

The revolt reaches Imperium itself; taken by surprise at its strength, the Dread Lord is forced to flee.

Hosten marches into the City, and declares the age of the Titans has ended. He renames Imperium Pariden once more, and agrees to serve as First Councillor.

686 B.C.

Hosten’s son Morrigan is born. The proverbial bad seed; he inherits his father's ability, and a lust for power that cannot be quenched.

684 B.C.

Curgen and his followers – led by Magnir - consolidate rule in territory south and west of Imperium.

670 B.C.

They discover a way to block Channelers from accessing the shards under their control by building a special type of construct.

Curgen also discovers Tar-Thela, and decides to put her to use.

669 B.C.

The Emerald Queen, under Curgen’s control, enters Imperium in secret. She seduces Morrigan.

Curgen assigns the Dread Knight, Magnar to build an army to reclaim Pariden.

668 B.C.

Magnar and an army of the Fallen march on Pariden; Morrigan betrays and murders his father. The city falls; Morrigan declares himself Emperor; Curgen is content to be the power beyond the throne.

Pariden renamed Imperium once more.

646 - 400 B.C.

Morrigan's evil grows; he accesses the shards for ever darker, more twisted purposes. He appropriates Curgen’s laboratory for his own purposes; it is rumored that within the vast catacombs beneath the Spine of the Empire (henceforth commonly known as Morrigan’s Spine as well), all manner of experiments take place, and nature itself is twisted to the most foul of purposes - Morrigan's quest for eternal life.

What is not commonly known; in the process of exploring the tunnels in and around N’it’Vaganesh, Morrigan has come across a thing thought lost long, long ago. The Bane of the Dred’nir. Recognizing its importance, he constructs a chamber to hide it from Curgen, and the other Arnor.

375 B.C.

Resistance to Morrigan and his creatures grows; formation of the Azure Knights, a secret organization composed of warriors, channelers, and their relatives, all assembled under the aegis of Tandis, who has infiltrated the East, after having heard – ever so faintly, almost subliminally - the song of the Bane.

360 B.C.

Tandis befriends Magor, helps Dragons escape Morrigan’s clutches…

350 B.C.

Morrigan’s quest for immortality fails; he dies.

Curgen ascends the throne once more.

300-200 B.C.

Throughout the East, the Fallen, who have become powerful in their own right, begin to challenge Magnar and Curgen.

The Lady Umber co-opts some of these forces; she begins to gather them to her side. Her goal soon becomes clear; she seeks to succeed where Kir-Tion failed centuries earlier. She desires to control the shards of the Telenanth – all of them – for her own purposes.

200-50 B.C.

The Umbran Wars.

Lady Umber consolidates her power and territory, allowing the Fallen under her command to raise armies of their own, to shape alliances in a gradually tightening arc around Imperium and its territories.

98 B.C.

The Free Cities of the North rebel once more; a distant relative of Hosten’s, Amarian I, Amarian the Warrior, emerges as their leader.

15 B.C.

Within the city of Imperium, Curgen, his own influence and abilities waning, begins a project of his own. His plan: re-open the long-shuttered portal to the world of the Arnor. He seeks fresh allies; others of the Dred’nir faction. It will be a difficult task, taking generations to complete. More than time is required, however. Blood is a necessary ingredient; the stuff of Elemental itself. Thousands of men must be sacrificed for him to realize his dream.

10 B.C.

Tandis learns of Curgen’s plan. Unable to locate the Bane, he returns to the West, and begins assembling an army to confront the Dread Lord. Among his allies: Tar-Thela, the Emerald Sorceress, who he has helped escape Curgen’s clutches.

The stakes are nothing less than the survival of Elemental itself; Tandis fears that the energies Curgen is gathering will result not just in the opening of the portal, but a cataclysm of epic proportions.

3 B.C.

The great army of the west – five hundred thousand men strong – begins its march towards Imperium.

2 B.C.

Tandis attempts to convince the Lady Umber to allow them free passage across her territories; to persuade her that the threat Curgen poses is worth a temporary alliance between them. She suggests a private meeting between the two of them, near the city of Gemend.

Tar-Thela tries to dissuade Tandis from going; she is convinced the meeting is a trap. Tandis brushes asides her concerns.

But Tar-Thela is right. The meeting is a trap; an epic confrontation between the Arnor ensues. It ends with the Lady Umber dead, and with Tandis vanished, apparently killed as well.

Without his unifying presence, the great army of men breaks apart. Fully half those present turn back for home. Some engage the great host of Fallen Lady Umber had assembled; the fighting rages all through the summer and fall.

1 B.C.

With the coming of winter, Tar-Thela brokers a peace with the Lady Umber’s forces. They join, and together start the march eastward again, towards Imperium, intending to thwart Curgen’s plan.

0 B.C.

Under the command of Amarian III, the Free Armies of the North join forces with Tar-Thela and Lady Umber’s Fallen.

As winter arrives, the great host of men and Fallen arrive at the gates of Imperium, and attack.

It is an epic battle, involving the release of energies magical and mortal on a scale unseen in the planet’s history.

It is also, if you will, an alarm of sorts.

Deep within the planet, the energies of the being that were once Draginol are awakened by this release of power.

This is not just a massive explosion, though it is that of course - Tar-Thela is slain. Curgen is slain, Talax is driven mad – it is an extinction-level event.

Cities, civilizations worldwide are laid waste. Ninety percent of all life is lost. All that survives of the continent of Korrel is a chain of islands. Sylt is reduced to a third of its former size. Anthys splits along the Capacean range, rendering the divide between east and west permanent.

Mountains become volcanoes; the sky darkens; the sun disappears. Wildlife, forests, jungles, farmland turn from green to gray. Life all but vanishes from the continent. Without food, people begin to starve. Within a span of weeks, civilization itself has broken down entirely.

In the west, the great Athican empire crumbles. The streets of Coriopolis run red with blood from rioting, and blue with sea-water as aftershocks from the Cataclysm swallow the city near-entire. In the south, the great temple-complexes of Zabril crumble.

In the east, the devastation – both natural and self-inflicted - is even worse. With their Titan masters gone, the Fallen turn on each other. Wholesale slaughter ensues; in the chaos, the remnants of the vast host which attacked Imperium set out for the Western Continent, and a chance at new life. Among their number; Amarian the III, as well as his daughter and heir, eight-year old Procipinee, who is herself revealed now as a channeler of uncommon power. Mere days into their journey – soon to be known as the Eternal March – they are forced underground, into Calebethon, where they are forced to confront horrors near-unimaginable.

5 A.C.

In the devastated interior of the Western continent, great caravans of roving barbarians arise to plunder the remnants of civilization. In response, Walderon, the Duke of Ruvenna, last of the great merchant-Lords of Serrane, hires a group of mercenary soldiers to help defend his city.

8 A.C.

Amarian III perishes at the Henge. The King’s life – and death - is chronicled in detail by Ezmir the Scribe in the account he has been keeping of the Eternal March; it will become an important chapter in the Third Book of the Hiergamenon.

19 A.C.

The survivors of the Eternal March at last reach the Western Coast, and the remnants of Coriopolis. A split arises in their ranks; some wish to rebuild Athica’s former capital; others, led by Procipinee, want to start anew entirely. The company parts; two months, and some two hundred miles to the north later, at a pristine, miraculously undamaged piece of coastline in the shadow of the Lesser Skarps, Procipinee founds the city of New Pariden, and declares herself Queen.

Within the span of a decade, thousands of survivors have joined her.

21 A.C.

Walderon orders the capture and training of slaves to supplement his army of mercenaries.

26 A.C.

Reestablishment of law in the city of Tan-takreet, at the northwest tip of Lake Zabril. The Drota – savage natives of the surrounding jungles – are driven out by forces led by members of the Miners Guild.

29 A.C.

Birth of Rand Markinn.

30 A.C.

The country of New Pariden formally established.

34 A.C.

Ezmir the Scribe founds the library at New Pariden; it contains a collection of rare manuscripts and artifacts brought on the Eternal March from the East, including items dating back to the days of the Empire of Hallas.

37 A.C.

The founding of the port city of Calder. Over the next few years, the city’s population explodes, fueled largely by trade from Ruvenna.

40 A.C.

Death of Ezmir the Scribe.

Walderon’s armies seize control of Calder.

48 A.C.

The miners guild extends their control to cities south along the shore of Lake Zabril.

49 A.C.

Birth of Magesta, daughter of Queen Procipinee.

52 A.C.

Death of Walderon; his son, Walderon II, becomes Duke of Ruvenna.

70 A.C.

In Calder, the first Freedom Games are held. The competitors are slaves gathered from every corner of Ruvenna’s growing trade empire; they compete against each other for a chance to win their freedom, providing, in the process, entertainment for the increasingly jaded nobility.

80 A.C.

The great Arena is built in Calder to house the games, which are now conducted four times a year, to massive audiences.

96 A.C.

The Century, captained by Rand Markinn of the Miners Guild – a name that by now is a misnomer, as the guild encompasses not just miners but traders and merchants as well – reach the ruins of the city of Zad-Zabril, at the southern tip of lake Zabril. There, they come across a scene out of nightmare. Hundreds of skeletons scattered across the city plazas; buildings stained with blood and gore nearly a century old. There is death-magic at work here; the new arrivals are split as to whether to turn back or continue south. Eventually – at Markinn’s urging – they continue on.

104 A.C.

Markinn’s ship – the Century – returns to Tan-takreet, laden with spices and exotic goods from the interior of the great jungles south of Lake Zabril. Markinn returns a changed man; along with him, he brings a channeler – a woman called Sanjo – who is not only his lover, but his constant companion. Within the year, he has built himself a great estate on the outskirts of Tan-takreet. His wealth grows a dozen fold, as rivals to his interests either cede advantage to him or disappear – or die – mysteriously.

110 A.C.

The leaders of Calder meet with Walderon III; they agree to a power-sharing arrangement, a revival of the Council of Lords that once ruled the traders of the Serrane Empire.

121 A.C.

Markinn establishes the republic of Gilden; to most observers, the newly-styled `Lord’ Markinn seems to have absolute power over his country’s doings.

Rumors begin to spread that Markinn has made alliance with the forces of death-magic… and that Sanjo is not only the true power behind Lord Markinn’s newly acquired wealth and might, but the personification of those forces.

122 A.C.

Birth of Relias.

123 A.C.

The great rebellion; slaves led by Tarth rise up against their masters. The war lasts two long, bloody years: at the end of it, the slaves are granted their freedom, and territory south of the Gandru river to make their homes in. Worthless swamp, in the eyes of most, though events will prove those who believe that wrong.

128 A.C.

Irane, Tarth’s daughter, is born in Ruvenna. Menissa, Tarth’s wife, dies in childbirth.

136 A.C.

General Carrodus, commander of the Ruvennan Armies, seizes power from the Council of Lords. He names his new country Capitar.

One of his officers – a brilliant strategist, an equally adept swordsman – is a man named Tarth.

141 A.C.

Carrodus expands the boundaries of his Empire, by enslaving more and more of the local populace. Tarth refuses to enforce the General’s slavery or slaughter edict in the foothills to the south of the Gandru river; for his disobedience, he is made a slave himself.

145 A.C.

Lord Markinn announces his intention to dredge the Sulassi River, opening up a path for goods produced by the Miners Guild to reach the ancient port of Bantree, and the sea beyond.

148 A.C.

Death of Tarth. Irane, his daughter, seizes power. She is a masterful warrior; she is also a tactless, heartless ruler, who will come to be as despised by her people as her father was lionized.

150 A.C.

Relias’s expedition to the East.

157 A.C.

Relias learns that the heirs of the Dread have consolidated power and begun to build new empires. Kraxis, the lone bastion of men in the East has allied itself with the Fallen Empire of Magnar.

Relias escapes from the East.

158 A.C.

The War of Magic begins.

204 A.C.

Rise of the Empires of Sorcery

Later..

Events of Elemental: Destiny’s Embers

What’s a-hoppening

Published on Friday, October 22, 2010 By Brad Wardell In Elemental Dev Journals

I’m a bit out of the loop this week. My family and I are in the process of moving to a new house that we’ve been building over the past 4 years. Meanwhile, Blizzcon has sucked up some Stardockians.

Charles, who has posted on occasion, had a baby (well technically his wife) this past week. Scott (Boogiebac) also had a daughter a few weeks ago and had this week off to help out at home.

Stardockians: Breeding at a rapid pace.

Cari and Jesse are off this week recovering from “The Summer of no vacation).

Paul (Mormegil) is in Colorado this week.

It’s like a ghost town this past week.

And yet, v1.1 continues apace as Toby mentioned earlier. A lot of the underlying systems are in place, it’s now a matter of content.  The new user interface got in this week which should vastly improve the ease of getting around with your units (and making it a lot more friendly to new players).

The new economic system got in this past week as well. People generate income (and modders can tweak how much or how little you get). This gives players a reason to have fewer, better cities since population means money.  Population also now used explicitly for city improvements and other things. So you can, for instance, build as many workshops as you want or as many studies as you want as long as you have the people to staff them.  How you choose to use your population becomes one of those “interesting choices”.

I didn’t get to work on the AI but I can show you what I’ve been doing in general with the AI in terms of making it multithreaded:

The art team has been working on content, content, content. New creatures, new special units, new spell effects, new special ability effects.

We originally intended to bring out v1.1 this next Thursday but with Kael joining us on November 1st, we decided that v1.1 is a good opportunity to do the hand off. So we plan to do a public beta the first week of November and then release the final v1.1 shortly after and then get a demo out there.

Welcome to the Elemental Community

Published on Friday, October 22, 2010 By Brad Wardell In War of Magic

Welcome to the Elemental Community!

If you're new to a Stardock game community you're in for a real treat.

Here are a few things to be aware of and help make your stay with us more enjoyable.

1. The developers of the games we make actively participate in the forums. The game itself is only part of the experience. Hanging out with you guys, chatting about the game, coming up with new ideas for the future is part of what we enjoy doing as well.

2. The CEO of Stardock (me) actively participates. My involvement ebbs and flows depending on what's needed but I'm always around.

3. Stardock games evolve over time.  We're our own publisher AND developer. Other than Valve, we may be the last independent game developer that also publishes its own titles at retail and digitally on its own service. What this means is that what you're playing right now is likely to change and improve over time based on feedback from the community.

4. The community revolves around mutual respect. Because the actual developers of the games we make participate, we have a lot less tolerance for rage-posts or flaming. As a result, you will see posts get locked and abusive users get booted.  We welcome constructive criticism and lively debates here. Just try to remember there's another human being on the other end of the screen before you hit the post button.

5. We may not always (or even usually) comment on each thread but we read nearly every thread on the forums at some point.

6. A lot of the participants here have been here a long time (see the karma ratings next to them). We all help each other here. We're all on the same side.

7. Feel free to post your own experiences, ideas, fan fictions, game play examples, you name it. Just try to use the proper sub forum.

8. There is a little button in the top right of the forums that flattens the forums. If you do this, you'll see all the latest posts from sub forums from their parent.

9. We're everywhere. That is, the people here are from around the world. Please avoid bashing a particular country. If you want to debate politics or ideology or what have you, feel free to visit www.politicalmachine.com and participate in those forums there or go to www.joeueuser.com and participate there.

10. We're all on the same side here. We're all here because we love the game and want it to get better and better.  Elemental had a rough start but we love it and will be working as long as it takes to keep making it reach its potential.  As long as people are interested in the game, we'll stick to it.

Enjoy and have fun!

Your online persona isn’t owned by you

Published on Tuesday, October 19, 2010 By Brad Wardell In Personal Computing

One of the great misconceptions of the Internet is that people have control over how they are perceived online.  This illusion is a carry over from “the real world” where people can manage the perception they give off by how they dress, how they speak, and how they present themselves.

On the Internet, without the benefit of people being able to really “know” a person, they only get fractional glimpses of you. As a result, people have to fill in the holes with their own preconceived notions.

The closest thing in the real world we get to that is in politics where savvy politicians do their best to make sure there are large holes in which their handlers can then encourage people to fill those gaps with their hopes and dreams. But on the Internet, it’s virtually impossible to have any control over how those gaps in perception are filled.

My day job is at Stardock where I’m the President and CEO.  It’s a company with dozens of different projects in development at any one time.  I generally don’t get involved in any particular project unless it is (a) critical to the company overall and ( needs executive intervention.  Unless you’re a mom and pop shop, you can’t micro-manage any given project or you doom it to failure.

When an executive intervenes, their goal is to bring in resources from other units to solve a given problem. When things go well, it’s invisible to the general public. When things go wrong, well, that’s when one begins to lose control of their online persona.

For example, my own persona has been filled with the perception that I’m a “control freak”.  Those who have worked at Stardock know this is the opposite of reality.  When things are going well, I just read through reports from the PMs and give a thumbs up.  The joke on Neowin.net (a site we own that few people are even aware of because it runs smoothly) I rubber stamp everything from the PM.  Same for WinCustomize.com and the Enterprise group.  The same is usually true on the games side of our company as well.  My job is to make sure the PMs have the resources they need to execute and to provide a general design of the given product in question with the PM filling in the details (whether that be DeskScapes, Multiplicity, Object Desktop, GalCiv, Elemental, or you name it).  On external projects, I’m usually more hands off unless things start to “go south”. 

Usually I can intervene and solve it and the public is never aware of how close things came to blowing up. Sometimes, however,  the intervention comes too late or is beyond my capability to solve. In nearly 20 years, we’ve only had two big failures – the Demigod networking and the Elemental launch.  In both cases, my job was to identify the problems, work with the team to design a solution and then gather the resources to make it happen.  In Demigod’s case, I brought in the Impulse team to fix it. That was something only the CEO could do since Stardock’s game publishing group obviously had no say over the Impulse dev team.  In Elemental’s case, we lacked sufficient management to implement the game design and in this case, my intervention involved personally jumping into the code to see what elements of the design could get in.  In the end, it was not even close to sufficient –- though if you work enough 100+ hour weeks in a row and you’d be surprised how your mind can fool you into thinking everything’s fine (it’s still good! it’s still good! it’s just a little slimy, it’s still good!).

The point being, when you are online, the more activity that surrounds you in one way or the other the more people will want to fill in the gaps of your public persona.  The narrative can be positive or negative.  Sometimes the narrative works in your favor beyond any reasonable justification and other teams it works just the opposite.

My advice to those who, like me, “live on the net” is this: Don’t get too invested in your online persona. You will never be able to control how people perceive you because human nature abhors a vacuum and they will fill it with their hopes, dreams, and prejudices that have nothing to do with who you really are. 

WindowFX 4 beta about to begin

Published on Monday, October 18, 2010 By Brad Wardell In OS Customization

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It’s been a long while since we’ve visited WindowFX. 

When WindowFX 1.0 came out, its claim to fame was its ability to give windows alpha blended shadows and make use of transparency.  Later, it was updated to have even more gratuitous effects.

With WindowFX 4, we’ve taken a totally new direction.  Now, we’re focusing on things that are less cosmetic and more useful.  For instance, WindowFX 4 will allow users of all versions of Windows to drag a window to the side and have it automatically resize it. Windows 7 does that now.  However, WindowFX also lets users drag a window to a screen corner and it’ll resize the window to use a quarter of the screen.

Another nifty feature is the ability to set individual windows to have a custom maximize size if you hold the shift key down when you press the maximize button on the title bar.  Say you’re running at high resolution but you want one window to max at 800x600 and another at 1024x768. No problem, right click on the title bar, set its custom max size and then when you hold down the shift key when pressing on their maximize button, voila. Customize max size.

Another new area we’re working on is a new concept called “Window Flicks”.  The idea here is that users can grab a window and “flick it” in a certain direction and have it behave in a certain way (such as maximize it or send it over to a second monitor or have it vertically maximize). 

Speaking of which, another neat feature is the ability to double click on a window edge to have it maximize out in direction you clicked on.  Very handy if you’re running lots of windows.

These are just a few of the things in the all new WindowFX 4.  Users of Object Desktop will begin having access to the beta next week.

The lazy dock user

Published on Friday, October 15, 2010 By Brad Wardell In Personal Computing

If you haven’t gotten it already, go get ObjectDock 2 (www.objectdock.com). The price is right (free).

 

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The accessibility features are really killer. But ironically, I turned off nearly all the cool glitzy stuff in order to have this decidedly boring dock. Maybe I’m just getting old. 

The new magical order

Published on Thursday, October 14, 2010 By Brad Wardell In Elemental Dev Journals

As mentioned last week on November 1st I’ll be resuming my traditional position as Executive Producer and lead designer (the position I held on our previous games) so that someone who can dedicate their full attention to Elemental can succeed me. 

My successor, Kael (Derek Paxton), is well known in the Civilization community for Fall from Heaven, a rich, fantasy-based mod.  If anyone is qualified to take over the reigns of Elemental, it’s him.

In addition, we recently brought on something we haven’t previously done, an Associate Producer. This is something we should have done on Elemental but we were still structured like we were when our games were just a half dozen people projects.  Toby Sarnelle was recently added to the Elemental project to work with Kael.  They shall bring order to the chaos.

I want to emphasize that I’m not going anywhere. I’ll still be part of the project and posting plenty but my journals will increasingly be about the part of the game I’ll be involved in most – the computer AI.   For v1.1, I’ve started handing the producing efforts to Toby in preparation for Kael’s arrival on November 1.

So how does game design differ from being a producer?  Let me give you a few examples from v1.1’s work.

The Design:

v1.1 technology tree has a cavalry sub-tree now.  The design calls for the new technologies to give new abilities to your existing cavalry units such as “Charge” and “Evade” (to evade arrows).

Producing:

v1.1 engine doesn’t support adding abilities to existing units. Alternative proposal: Those techs provide new types of mounts: (e.g. War Horse) that do have these abilities.

The Compromise

The Executive Producer thus has to make the call as to whether that is an acceptable workaround or if they are willing to increase the budget and due date for the release in order to extend the engine to support that.

Those are the kinds of calls that have to be made all the time in game development.  The challenge is making the right judgment call on when to implement the work around and when to spend the time/money to update the engine.  On a new game, this can be perilous (as we have already seen) because you make the wrong call on something and you can cripple the entire game experience.  This is why sequels tend to be better because you already have a feeling for what game mechanics will work and which ones won’t.

It’s also why the Designer and the Producer are generally not the same person. Checks and balances.  One of my funnest experiences (on development) was with Demigod.  On that project, I was the Executive Producer, Mike Marr (GPG) was the designer and Bartosz Kijanka (GPG) was the producer.  One of the reasons why Demigod is such a good game was because of how effectively the 3 of us were able to work together.

The importance of the triumvirate

These days, it seems like everyone wants to be a “game designer”. People ask me what does it take to be a game designer? The answer is you had better have a good handle on how games are actually made.  Anyone can sit down and whip up a 300 page design document outlining their ultimate sci-fi vs. fantasy real time strategy/RPG/FPS game. What makes someone a good designer is how well they can design something that can actually be made profitably: Time, Scope, Budget.  So for starters, make sure you know how to program. Have you ever made your own game? Have you ever made a substantial mod? These are important basic skills to get started.  Hence, people who want to be game designers, IMO, should get a degree in computer science or some other technical field – not “game design”.

Similarly, if you want to be a Game Producer, the key skills here are project management. Can you make sure your artists, developers, balancers, etc. are all moving according to schedule? It’s like juggling.

In my case, I’m a good but not great game designer. I’m a good but not great Game Producer. My “special” skill is that I’m good (but not great) across the breadth of game creation.  This is an important skill if you want to start your own game studio but can be detrimental once it becomes successful because you need to begin stepping back to replace “good” with “great” at the earliest opportunity and that can be hard to do.

Anyway…

I don’t really have a particular point I’m trying to make in this rambling journal other than to give those of you who are interested in the game industry a glimpse of what things are like.