The New Field of Glory
Posted: Fri Mar 30, 2012 1:42 pm
Hello guys and girls!
We would like to thank Slitherine for this opportunity, we are delighted (personally, I'm thrilled!) to work on FoG and we are committed to do a good job with it
As Iain told you, after I've found out Slitherine is looking for a new developer for the FoG series and after I've approached them about this, we had a look over the old code, and, unfortunately, it was not feasible to go on on the Real Basic road, which would have lead nowhere else than in a dead-end. We would have spent around a couple of months or so trying to figure out the structure and particularities of the old code, then another couple of months implementing small things, with little prospect of a real future for that code. Not to mention the limited possibilities of RealBasic language and its IDE.
We've presented to Iain an alternative for this: nothing less than a remake of the whole FoG game in Unity, using C# as implementing language! It would probably take a longer time span to have it done, together with the next addon, than having it done in RealBasic, but on a long-term, it would be the only way to go, specially if having a future FoG 2.0 in mind. Yet, even so, it seemed safer than going down into the depth of the RealBasic abyss.
So, here we are now
The new FoG will be re-made from the scratch (but, of course, re-using the RBFoG's data and resources). At this point, we're working on the basics, which is implementing the game's scenes, and reading the old data formats. After that, we'll go on with re-organizing the whole data, then code the GUI, gameplay, DAG functionality and multiplayer. At some point, we'll have a beta version ready, and then you can jump into the development cycle by testing it and providing feedback.
As there's no document design from the old FoG, it means that we're not simply copying the gameplay, but actually re-implementing it, using the RBFoG's help and FoG TT rule's book as reference. And with this, we're getting to the real part of all of this: the new FoG.
We would like to have you open a thread and gather the most important fixes/small changes (attention, not new game systems) which you would like to have implemented into the new version of FoG, and we would like to have this in at most one month from now on (after that, it would be too late for the next addon release version). Then we'll sit and talk about them and the ones which are making sense, and will be accepted, will make it into the game. A sort of digital version game rules reference list would be good to result from this discussion, as it would greatly help us in getting the re-coding done faster.
Due to the enormous task of having to rebuild the whole game from the scratch, in the shortest time humanly possible, there's not too much room for drastic changes and improvements for the new version of the game. Definitely not for the first release (which will be the next addon). We already have to deal with enough at this point with the recreation of the whole series, not to also mention the changing of the data formats and all the other under-the-hood things in order to provide a flexible platform which is also intended to be used for the development of FoG 2.0. With the release of the new version (hopefully) lowering the pressure, the next two (last) addons will see some more changes added into the code.
We will also present a slightly more detailed development road, together with some possible new modifications and possible new game(play) systems to be added on top of FoG's basis.
You all know me, and my determination to make a really good Ancient Warfare Game. After we'll finish the FoG series, it will be the time to discuss about FoG 2.0 (and maybe a merge of my personal AWG project with it, depending on an agreement from all involved parts, we'll see when we'll get to that point) and everything which can be done in order to fulfill the hopes and dreams of all ancient and medieval tactical warfare enthusiasts.
Together, we can make it!
Yours,
Dan Antonescu
We would like to thank Slitherine for this opportunity, we are delighted (personally, I'm thrilled!) to work on FoG and we are committed to do a good job with it

As Iain told you, after I've found out Slitherine is looking for a new developer for the FoG series and after I've approached them about this, we had a look over the old code, and, unfortunately, it was not feasible to go on on the Real Basic road, which would have lead nowhere else than in a dead-end. We would have spent around a couple of months or so trying to figure out the structure and particularities of the old code, then another couple of months implementing small things, with little prospect of a real future for that code. Not to mention the limited possibilities of RealBasic language and its IDE.
We've presented to Iain an alternative for this: nothing less than a remake of the whole FoG game in Unity, using C# as implementing language! It would probably take a longer time span to have it done, together with the next addon, than having it done in RealBasic, but on a long-term, it would be the only way to go, specially if having a future FoG 2.0 in mind. Yet, even so, it seemed safer than going down into the depth of the RealBasic abyss.
So, here we are now

The new FoG will be re-made from the scratch (but, of course, re-using the RBFoG's data and resources). At this point, we're working on the basics, which is implementing the game's scenes, and reading the old data formats. After that, we'll go on with re-organizing the whole data, then code the GUI, gameplay, DAG functionality and multiplayer. At some point, we'll have a beta version ready, and then you can jump into the development cycle by testing it and providing feedback.
As there's no document design from the old FoG, it means that we're not simply copying the gameplay, but actually re-implementing it, using the RBFoG's help and FoG TT rule's book as reference. And with this, we're getting to the real part of all of this: the new FoG.
We would like to have you open a thread and gather the most important fixes/small changes (attention, not new game systems) which you would like to have implemented into the new version of FoG, and we would like to have this in at most one month from now on (after that, it would be too late for the next addon release version). Then we'll sit and talk about them and the ones which are making sense, and will be accepted, will make it into the game. A sort of digital version game rules reference list would be good to result from this discussion, as it would greatly help us in getting the re-coding done faster.
Due to the enormous task of having to rebuild the whole game from the scratch, in the shortest time humanly possible, there's not too much room for drastic changes and improvements for the new version of the game. Definitely not for the first release (which will be the next addon). We already have to deal with enough at this point with the recreation of the whole series, not to also mention the changing of the data formats and all the other under-the-hood things in order to provide a flexible platform which is also intended to be used for the development of FoG 2.0. With the release of the new version (hopefully) lowering the pressure, the next two (last) addons will see some more changes added into the code.
We will also present a slightly more detailed development road, together with some possible new modifications and possible new game(play) systems to be added on top of FoG's basis.
You all know me, and my determination to make a really good Ancient Warfare Game. After we'll finish the FoG series, it will be the time to discuss about FoG 2.0 (and maybe a merge of my personal AWG project with it, depending on an agreement from all involved parts, we'll see when we'll get to that point) and everything which can be done in order to fulfill the hopes and dreams of all ancient and medieval tactical warfare enthusiasts.
Together, we can make it!
Yours,
Dan Antonescu