2011 has been a landmark year for BigWorld. Our team has expanded, we’ve made some major improvements to our product, and we’ve seen our clients leverage our technology to do some amazing things. We hope yours was as fruitful as ours, and we wish you an excellent 2012.
So, from all the BigWorld cells scattered across the globe, we wish you a happy new year.
Wargaming.net has taken the time to answer 30 or so questions from their community regarding their upcoming BigWorld-powered title World of Warplanes.
The full Q&A is here, but here are a few excerpts…
Mid Air Collision? Are we having them? Or are the Planes Ghost Planes and can fly through Each other?
Mid Air Collision will surely be implemented. It will reduce aircraft HP depending aircraft speed, weight, damaged module etc. as in WoT. If you are an experienced and lucky player you will be able to perform deliberate ram attacks, chopping off enemy’s aircraft tail with an airscrew.
Will the fight start with the planes in the air or will we have to take off from a runway, if we do have to take off from a runway will we are able to land again? either to get repairs or ammo ? WWII planes i believe never really had that much ammo on them
Aircraft will be spawned in the air at the beginning of the battle. As an option, you will be able to land the aircraft at the end of the battle and successful landing will give you additional experience. Unsuccessful landing will break the plane and will cost repairing.
Will WOWP have muti-core support?
It already has it.
Night missions – will they be implemented and if so, will there be tracer rounds available for purchase?
Adam Maxwell, Lead Technical Artist at BigWorld, talks about the Australian company’s utopian corporate culture, free of animosity, rivalry, ego and bloodshed…. and full of Street Fighter.
Big Huge Games and 38 Studios team leads talk about their process for creating the weighty, meaty combat that will appeal to RPG enthusiasts in their upcoming game, Kingdom of Amalur: Reckoning. The game will be the single-player 3rd-person action RPG counterpart to their stealth project, code-named Copernicus. Little is officially known about the project, except that it shares the same universe as Amalur… and that it’s being built on BigWorld Technology.
You still have time to order Armchair General Magazine and get a World of Tanksbonus with a month of premium, 750 gold, and a premium tank. In fact, if you order before the end of the year and you miss the issue with the disc in it, just contact us privately through Facebook and we’ll ensure you get a promo code anyway.
In the following video, Wargaming.net developers tell us a bit more about the improvements they’re bringing to World of Tanks using BigWorld Server Technology. The developer has built their tank empire on BigWorld Technology, utilizing the end-to-end client-server MMO development suite, and has leveraged and improved upon it in expert fashion.
The 7.0 update is bringing multi-cluster support to World of Tanks servers, meaning that they’ll better be able to support the continuously record-breaking peak concurrent user numbers they’ve been serving. This behind-the-scenes feature also covers some client-side enhancements and additional functionality. These include enhanced minimap, re-introduction of tracers, enhanced explosion effects, more complex tank damage models, and so forth.
Here’s some insight into Wargaming.net’s process for testing the boatload (tankload) of new features in BigWorld-powered World of Tanks 7.0.
The video features plenty of coverage of upcoming American maps, featuring an alternate-history time-travel through Oz… basically.
Wargaming.net continues to build its blockbuster success, World of Tanks, on BigWorld Technology Client and Server MMO solution. The video, produced by Wargaming.net, showcases the real potential of BigWorld Technology Client, when wielded by a creative and talented veteran development studio.