What Happened to Fire & Maneuver?
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- Опубликовано: 5 сен 2024
- Unfortunately, we can not afford to continue working on Fire & Maneuver. We can not continue its development. If you have any questions, please feel free to leave a comment.
Fire & Maneuver: store.steampow...
Master of Command (our next game): store.steampow...
Unfortunately, we can not afford to continue working on Fire & Maneuver. We can not continue its development. If you have any questions, please feel free to leave a comment.
Fire & Maneuver: store.steampowered.com/app/1679290/Fire__Maneuver/
Master of Command (our next game): store.steampowered.com/app/2878450/Master_of_Command_Seven_Years_War/
Can you release it as is?
@@Anton2046gfkn The game is released and available on Steam store.steampowered.com/app/1679290/Fire__Maneuver/
Any chance you could release it on MacBook?
@@TotalRozza Around 1-2% of our wishlists came from people who are on IOS. It would take some active development to make a whole IOS port for a very small section of a potential playerbase. For us, it's just not worth doing unfortunately.
@@armchairhistoryinteractive2046 Fair enough
Honestly its just nice to see people who like games making games again. I wish you and the team luck on your new game
Thanks dude. This is my ultimate passion, and I'm determined to get it right no matter how long it takes.
Yooo Dino Stan is here
Dino stan the man himself
hey get back to total war big boy before i sack your little settlement
I had zero interest in MP and was a bit disappointed in the single player so I stopped following and playing. I've recently began consulting for gaming companies and I can tell you this was an amazing first attempt! It might seem like a failure now, but you basically just funded your own game dev school for 2 years and will pay dividends in the future. Hopefully your tuition wasn't too high lol good luck on the next one! I'm looking forward to trying it out.
Hey dude, thanks for the comment. I completely agree with you, I've been telling people that this was basically an entire game development course worth of lessons. I feel so much more confident as a director and designer now. Would love for you to try out our next game, and I'll put your name on the list to reach out to once we've got something playable if you'd like! :)
oh hey woppaaaaaaa
@armchairhistoryinteractive2046 definitely, I'm interested! Looking forward to trying out the next one :D
It was a great experience developing Fire & Maneuver alongside the rest of the team! It's an honor to have gotten to be a part of making something so many of you enjoyed/still enjoy so much.
Thank you for all of your contributions on the game Geo, wouldn't have made it to the finish line without you dude.
The best of luck and success to all your team in the next chapter of your game development
its such a shame
genuinly one of the most fun games ever
while challenging, it always felt good to come back to
shame its not getting worked on anymore.
I'm pretty devastated about it, but it's just best to move on and do better going forward. I appreciate the comment.
@@armchairhistoryinteractive2046 you should do a sequel of the game, make notes on the problems of the last game and improve on it.
@@angeloluna529 I think Master of Command might act similiarly
@@armchairhistoryinteractive2046 It was an okay first attempt at a game. You just need to take feedback about it seriously and you'll make a better one.
@@armchairhistoryinteractive2046 I'd say it might be worth coming back to down the line if you can figure out more stable monetization, but first moving forward's important.
Honestly I loved the campaign system. I think your shortcoming was the battle system. It was very repititive, lacking much tactical approach. Nevertheless, Good luck.
Edit: Woah 1k likes?
Did I just represented the entire F&M Community?🫠
Thanks man, yeah the battle system suffered most from just not having a good enough AI to offer a meaningful challenge. We just didn't have the time we needed to spend on refining it.
Yeah I agree, the game was fun but repetitive
@@armchairhistoryinteractive2046I think you Should get in the touch with the team behind "Ultimate General: Civil War". Their AI prove to be a real challenge to the point i have to learn about civil war tactics to win battles.
@@alvinbonny1562Yeah Ultimate General:Civil War is very great game, a lot of map and historical battle, and unit is also easy to understand but gameplay need depth to master, I love part that each unit isn't compose of a lot of sub-unite like total war dose because total war only fight with troop only around 1k-2k more than that you willl face performance problem but in this game troops can go up to 100k make it feel realistic
I agree issuing orders and commands was so painstaking that it made battles take forever which wasn’t that fun. if the battles were more RTS than turn based it might have worked better
Ive downloaded f&m on its released. Thanks for all the fun ive had with it, i have almost 500 hours on it :)
Thanks so much dude! As much as I am sad about the outcome about the game, it makes me happy knowing that some people like yourself ended up getting so many hours out of it. It's also funny reading some of the negative reviews complaining about how much they dislike the game but they've got 100+ hours on it.
@@armchairhistoryinteractive2046 I mean if anything, it adds more credibility to their criticisms. But best of luck with Master of Command, looking forward to its release.
@@skylanders23Not really, not recommending a product whilst clearly spending 100’s of hours on it proves that it’s worth investing time into.
I just realized he couldn't diss the game he was talking about because it's probably war thunder or world of tanks which sponsor him lmao
I just don't want to diss any games in general, just not good practice. As far as sponsors go, I don't really mind- I'm likely not going to be doing RUclips full-time like I am now next year.
@@armchairhistoryinteractive2046
Dang
*cough cough, Enlisted, cough
This video is so heartbreaking to me. I bought the DLC day one because I wanted to support you. You put you heart into it and it didnt pan out how you wanted to. It is inspiring in ways to see what you and your small team was able to accomplish. Videogames is not a business that is easy to understand or be successful at. Please continue the great work you have done!
Thank you for the kind words and support Sarudon, means a lot. Video games development is incredibly hard, but we're committed to doing it right next time.
Having a finished product is so much more than 99% of people ever do. Hope you guys keep it up, there's alot of potential with the art and knowledge involved.
Thanks man, I appreciate it!
12:00 Warthunder
😅
Didn't even try to hide it, but what you said is 100%true@@armchairhistoryinteractive2046
Every Gaijin game to be honest
fr
At least you get classified documents as a free addon!
Man I remember it being awesome, specially playing on a event. Well thank you for the experience and for making a special place in my heart for the Bersaglieri
Thanks for joining one of the events. Those were honestly so fun to do, having 100+ players sign up to all battle in a mass multiplayer campaign was an awesome experience to host. Thanks for playing man!
As someone trying to get into game development/fiction writing, it’s awesome that you were able to just go make a game in the first place, because now you’ve learned a whole lot and you’re able to go into your next games with a lot more knowledge. I really respect how you aren’t afraid to get into new creative ventures and how you’re up front and honest about where things went wrong and want to head onto making something even better.
It was the most difficult thing I've ever done, and I had no experience! Haha. I think we all learned so much and I feel so much more confident moving forward with our next project.
Very sad😢 I hope the best for you guys!
It's really a shame... but there's nothing I can do. Thanks for the support man.
Seeing you reply to so many comments shows how commited you are. I'll be waiting patiently for your next game, genuinrly excited
Thanks dude! I'm excited to show you guys what we're working on too!
Huge props for making a video like this, most people would just take the L and keep their head down while they work on their next project. Hearing you detail what went wrong and how you are trying to improve only builds trust that you are learning and improving for your next game, which I just wishlisted after watching. Love you and your team, best of luck!
What a terrible shame. Though this is the first time that it was meant to be a WW2 game, but I'm so glad it wasn't. Despite being overextended, Fire and Maneuver had so much soul in my opinion. The time period, the vision, the ammount of detail and effort put into it, the references, the aesthetics, the music... dear God, the Music. F&M should be remembered for it's soundtrack alone and the idea behind it.
It's a shame that it had to be your first game and a stepping stone on the road of improvement, but what's done is done, I suppose. With such a strong start, I'm certain Master and Command will a lot better and successful, even if the time period is a bit more saturated. I just hope that later, with more experience under your belt, you'll give the Victorian era the old junior college try again and realize the true potential of F&M.
Great comment, I would love to return to the victorian period one day with a spiritual successor to Fire & Maneuver.
Damn I really enjoyed it I hope your other projects find more success
I appreciate it Powers.
Surprisingly that first idea, I think that could be a good idea. I think there's a game that has a similar idea, only it's just tanks and vehicles. I think top down tanks would work, just needs to be hammered out as a single-player tank RTS.
It could've been pretty cool, but I just think the WW2 RTS genre is a bit oversaturated and I'm really not sure if there's much of a demand for a game like that.
@@armchairhistoryinteractive2046
What about the interwar period (Russian Civil War-Spanish Civil War)?
@@armchairhistoryinteractive2046 Ah, but there's not very many GOOD WWII RTS games as of late. Looking at that early test footage however it looks like the player had direct control over the vehicle & wasn't just commanding it like in a traditional RTS. So honestly, I think an even better hypothetical idea would be to try & tap into the starving tank game market (no Warthunder & WoT doesn't count) & make some kinda single player game where you are commanding/coordinating a small tank platoon while also controlling your own vehicle. Since we're talking platoon levels here, the scale can be rather small with the player only needing to babysit three or four vehicles at most, and because of the small size of your force the engagements would be fairly small, slower paced, and on a tactical level rather than strategic. As for what you'd be doing in terms of the gameplay loop, it can be pretty much whatever scenarios you could expect some tankers to be put in. Assist friendly infantry with an advance, destroy fortified enemy positions, hunting down a group of enemy armor etc. Simple challenging objective based gameplay. Then on top of all this, the game could have a proper campaign where your vehicles & their crews gain experience & get issued better equipment & vehicles over the course of the campaign, so as long as they actually survive & don't get murdered in 2.3 nanoseconds.
This was kinda a mouth full but ey, I like spit balling sometimes. Main point being that that early little prototype definitely had potential in it.
I'm sorry to hear how difficult the development was behind the scenes. I was playing it pretty much since you made your first announcement video about the early access, and even with all the bugs I honestly loved it. Even now, I recognize the shortcomings and some ways that it fell short, but I enjoy it for what it is.
I'm looking forward to seeing what you guys can accomplish in the future, and I'm glad that you haven't given up on the desire to make awesome stuff! I'm holding out hope that maybe one day you guys could come back around and make a Fire and Maneuver 2 once you have that experience under your belt!
Thanks for the support man, if our next game goes better I would love to do another victorian-themed strategy game.
The WW2 tank game looks quite kickass to be fair (so does F&M).
Thanks man haha, yeah the WW2 game definitely had some charm.
ngl fire and maneuver was to simplistic to keep people playing it was great in concept but it did not have enough mechanics to keep people playing for more than a few games
I got it for free so I cant complain
I think the mechanics were fine, it was just so buggy that the mechanics wouldn't work properly. And the singleplayer content/AI just wasn't worked on long enough to provide deep and meaningful gameplay.
@@armchairhistoryinteractive2046 I just remembered I haven't played it in 2 years so I should not be commenting on this
@@armchairhistoryinteractive2046was the issue that the games took too long, weren’t replayable, and too simplistic
As someone who plays Axis and Allies style board games I do think that simplicity isn’t an issue if the game has a lot of replay-ability. Sure it’s a board game, not a video game but still something to note
@@board-qu9iu I do agree, I really don't mind games with simple systems, as long as there's a lot you can do with those simple systems. Games like chess aren't overly complex, but have infinite strategies. In the case of our game, we just had a lot of bugs, and not enough focus on singleplayer.
@@armchairhistoryinteractive2046maybe in the future you can rerelease it but as an arcade game ? Like same thing but maybe HUD or like more scripted,bidk
i quite enjoyed it too despite the shortcomings, good luck on the next one man it sounds like great fun
Thanks Falky, I appreciate it.
Played the game quite alot was very fun to play both watching the battles and enjoying the strategy.
Shame that it won't be continued on but we still look forward to the future
Thanks for the comment, hope you'll give us another chance in the future!
Respect for the transparency in this! I enjoyed the game for what it was, but appreciate a glimpse behind the curtain! Excited for the next adventure!
On what you said about multiplayer - something I find interesting is how Ultimate General: Civil War's development went.
The first game (Gettysburg) *had* multiplayer, but nobody used it. In UG:CW, the developer didn't include multiplayer and got a lot of salty feedback - but he was able to just retort with the stats on multiplayer usage and how much dev time it takes up to add it in. I'd say he won the argument!
I love fire and maneuver, it's always been a fun game to personally so I'm glad to see such a transparent game studio learn from their mistakes and start making an EVEN better game that's got a more realistic scope I'm very very excited for Master of command and you can be sure I'll be playing it as soon as as it's released!! =D
Thanks man!
I downloaded this fantastic game and the American Civil War mod one year ago. After experiencing bugs in the tutorial, I thought I would give the team some more time to develop it and work out some kinks. After coming back one year later, I was very pleased to find NO bugs and NO issues that have impacted my gameplay experience. After learning the controls and mechanics, with about four hours of playing time in, I recommended this to a friend, seeing it as a perfect way to experience the American Civil War in multiplayer format. The game has absolutely lived up to that vision.
Another friend has now joined us on the field of battle, and I think it is safe to say that he is enjoying his journey very much. We are currently having a fantastic time battling each other through the war torn south; as he slowly cripples the confederacy and pushes my soldiers closer to Richmond, I am still having a fantastic time. We keep saying “We are so happy that we took a chance on this game.” All the time I ask “wasn’t that five bucks worth it?”
It’s always met with a resounding “Yes.” One day into playing, I remarked “You really can’t tell if these indie games will be any good when you first buy them…”
Once again, I am so happy that we took a chance on this one. I would encourage any of you who have a friend interested in History, or specially one that loves strategy games, to try out fire and maneuver. I truly do think that you will enjoy it.
P.S - hope that we can see some player created mods and improvements in the future. And for the future: would love to see a full scale American Civil War game by you. As we’ve seen: that’s a pretty popular and profitable indie game genre!
Admirable, honest, insightful post-mortem. Any aspiring game developer or in process game developer can learn much here. Also its candor speaks volumes about Griffin's leadership. He took responsibility. And he learned. And he was upfront.
Most impressive.,
Luke (lead for Burden of Command)
Thank you so much for your honesty here. I can tell you really cared about the project. Good to know you're working on something new, applying what you learned. I look forward to seeing the results.
Keep your chin up!
Thanks Aaron, means a lot dude.
Thanks for the video. I really loved, and still love, Fire and Maneuver. I believe I have about 150 hours on it, and it’s been really fun to revisit. Thanks for the effort into it, and good luck on Master of Command. I’ll be picking it up on launch day. Thanks again, and keep up the good work!
Thanks man, I appreciate the kind words.
Seems like lessons well learned. thank you for being honest and shedding some light on the situation. I'm eagerly waiting for the new game!!
Thanks man!
All I can say is thank you for including the Boshin War before closing up shop.
I’m sad to see this game not continue, but I’ve worked on several Indy titles and I can attest to ALL of these issues for a small inexperienced team.
I’m a big fan of the channel and really enjoyed the parts of the game that worked! I hope you guys learned the lessons you needed to make your next one a massive success! Good luck guys! 🎉
Thanks for the comment. We've definitely learned a lot of big lessons that we'll be taking forward to the next game.
No matter what you guys did, You did your best. Cant wait for the next project!
Thanks man, I appreciate it.
I appreciate this video. I feel like you've presented an honest explanation of what went on rather than spin. I still kind of like F&M. I was sad when you discontinued work on it but I understand more about the details now. I generally don't play multiplayer games so I'm glad to hear you're concentrating on the single player experience for the next game. I'm looking forward to the release of MoC and will definitely give it a try.
Before today I was like I will never play an armchair game again. But with a video like this you have won me back. I really like the open and honest approach. So I look forwar to seeing the new game.
It's a shame the game didn't work out, it was a really cool experience to work on it. Here's hoping lessons learned will make Master of Command even better!
Deciphering the problem opens wounds and fixing them makes many sprouts of fortune so much love to your next game and your entire team, patience and pursue this new game with experience is only awaiting a game the world never seen before ❤
Thanks dude, I appreciate the comment!
Man, game development sure is hard!
Yeah I was really excited for this game to be honest and it’s really sad to see it go
I was going to get it as soon as it came out but my computer couldn’t handle it
I was especially interested in the many nations within the same nation like the Bavarian units in the Prussian army
We are DEFINITELY focusing on improving optimization for our next game. We started completely from scratch, we're really hoping that even a lot of the lower-end computers are going to be able to run it well.
I am super excited to see the next game! I'm glad that you've learned a lot about scheduling and such. Wishing the best!
Thanks Chip, we learned a lot from F&M, we'll be putting our best foot forward for Master of Command.
@@armchairhistoryinteractive2046 Wonderful! Will F&M be discounted or free in the future? I apologize if this is not a good spot to ask.
@@chipcrispy I do enter F&M into discounts with each major Steam sale. The base game is only $9.99, and the sale usually brings it down to just a couple bucks. I won't be making it free again though.
@@armchairhistoryinteractive2046 Sounds good! Thank you so much for being active with your replies!
I actually think the setting is more than ripe for a sequel. Nice to see that despite how the 1st game went, you are growing as game developers.
As a Fire&Maneuver player myself, I'm not disappointed to see you working on something of a smaller scale. At all. To me, it shows that you had the wisdom to reckon you may have tried to hit something a bit too high for now, and it's okay, I can feel that you now aim for something more polished, more worked on, a more matured product when you speak about Master of Command, plus you gained experience while doing Fire&Maneuver you didn't have beforehand. I honestly look forward to Master of Command with faith.
It was an amazing experience, thank you for making it and I can't wait for your future projects!
Thanks man, I appreciate it.
This sounds like a good learning experience. I wish I could intern for my cs degree with yall just to get experience working like this.
I enjoyed the game and bought all the DLC myself. Even though it is kinda sad how the game ended up, it was a valuable learning lesson. Will definitely be supporting your next game!
I work on tech projects myself, and your problems are all to common in the industry. For your next project I'd advise to slowly scale things. That doesn't mean to give up on your vision, but starting with something small that ventually grows into it. Take Rimworld, Prision Architect or Kerbal Space Program (1) as good examples of indie projects that came out in a quite modest state, and slowly and incrementally became great projects.
Even though this game is kind of a failure it still reached tons of communities I didn’t think they appealed to before. I’d love to see in the future a sort of remastered version of the game. I hope the best for your dev team. Also Jacob Gullion was a great pick for the soundtrack.
one of the favorite videos ive ever made was on this game. It’s not a perfect game but it was damn fun to mess around with. Keep creating, I’m excited to see what comes
To be honest, it's like making a movie, and there are so many things that could go wrong that it's kinda hard to believe you'll make it perfect the first time.
Don't worry. If you find that you love making games, just keep doing it. This is not your last game; it's just your first, and it's obvious that you’ve all already learned so much.
Just keep having fun, keep creating, and you'll all be okay. Best regards from Argentina!
For you first game it was outstanding and I enjoyed every moment of it, even my 60 year old father loved it. Well done and I can't wait to see what comes next!
master of command looks like such an amazing game, its looks like (from what footage you have given us) total war but with your mazing art style and i love what ive seen,i hope it turns out better than F and M and wish you well on your endeavours in gaming
I played a few matches of Fire&Maneuver with a friend and we had a fun time! I loved the aesthetic, music and just passion on the project, you can really feel it.
Now it can seem like you fail and was a disaster, but you and your team got experience and understood what you want and don’t want in the next one.
Can’t wait to follow the progress of Master of Command 🙌🏽
A leader of a team saying "every one of my team did everything i asked them to, they were excellent and I mismanaged them" is a really surprising level of personal integrity for the industry
Though I rarely play Fire and manuever now adays, I remember when I played at a ton a year ago or two. I loved the idea it was a strategy in no other game, on how the orders worked. and I love the idea. But i feel like the battles were repetive and etc.. etc.. im sure this is stuff you have heard before. BUT I love the artstyle and all that and Im really glad that the Armchair Historian is making video games and I think your ideas and uniqness in strategy and history gives it a chance to beat paradoxes games as you make more games in the future. And I cannot wait to play Master of Command even if it costs money.
It's always discouraging to hear "we have to stop developing this game...while we work on this other game"
And unfortunately it's becoming all too common.
For what it's worth, I strong-armed my gaming group into playing F&M and we had a lot of fun with the multiplayer, and I liked the slower pace of the battles compared to total war with morale being just as important to keeping the unit fighting.
I do remember that the Turn based nature of the game made 2v1s basically impossible, though. Since even when the side with 2 players had fewer troops, they still had advantage in the number of things they could do. So I think the move to Real-Time is a good direction overall.
Fire & Maneuver was a great game. The bugs didn't take away from the gameplay that much. Best o luck on Master of Command I am excited to play it.
In your opinion, what was the main cause of why Fire & Maneuver didnt take off as well ? And what can we learn from it ?
Fire & Maneuver actually had a ton of potential players and a huge amount of wishlists. The biggest thing is that the game was buggy and incomplete, and lacked an in-depth singleplayer system to keep people hooked.
oh, its such a shame really, its one the rarest game set in the 19th century (not including napoleonic wars) hopefully, Master of Command can be more efficent !
The best part of this game was the battle system! Id love to see it fletched out more in your next title! The blend of realtime and turn based strategy you achieved was outstanding!
Thanks. Your game was ambitious, you failed while aiming high and trying to do something with heart and soul, which makes your endeavour worthy. This was also instructive for listeners.
It's definitely a cautionary tale for anyone considering getting into game development.
I personally enjoyed this game a lot, bought the early access support dlc since I believe it deserved my support, still have it downloaded (Currently doing a Ottoman Caucasus campaign!). I hope future projects go well and I completely understand the decisions you and your team have made. If I can make a suggestion, if uneducated on software liscencing, legality, and feasibility; would it be possible to make this game an open source project? So that others could pick up the torch.
Hey, thanks for playing! As for for open-source or modding, I just don't think the infrastructure the game was built on is strong enough. It would honestly be better just to start fresh going forward.
@@armchairhistoryinteractive2046 understandable, have a good day!
I really did like this game, what a shame
Thanks Zombi, hoping we can do better on our next project.
Tbh never really played fire and maneuver, only at release really. This video made me respect you alot and tbh will be following your next project as this shows u have great passion for your projects
Thanks Jose, that means a lot dude.
I remember I wanted to like Fire & Manouver, but sadly couldn't get really into it, despite liking the whole aesthetic and research behind it. I think we're all sad for how it went, but at least with the experience, I hope we can see a better game in the future. Just like Ultimate General had a limited focus before going big, I still have faith in you guys!
I'll be absolutely, positively honest with you. For a very first game, this is *_phenomenal_* compared to some of the trash first games I've played over the years.
I really wish the game could be remade in the future.
I really love the time I spent with it, but yet the potential was so great, and it had gone with the wind.
My 13.5 hours were so worth it though, I'll hope to play master of command, and be amazed by it.
I wish you best
Very sad though ive never been able to play f&m its sad seeing it loose support hope u have better luck with master of command and any other game projects in the future
Thanks Smitty, I appreciate it.
Yah, I loved playing it. Although the bugs never really made such a big problem for me the lag made it almost unplayable for me especially cause I don’t have a very great Laptop
Thank you for the experience and the opportunity to see your work realized.
Thanks man!
You can be proud with what you achieved with F&M! Will absolutely buy Master of Command as soon as it´s finished, if there are other ways to support the studio please let us know. Good luck with the new project!
I just realised a dumb monetisation system:
Using ammunition in the game, you produce some volume, but sometimes it is not enough because you spend it. Where to get more? On steam trading! Some players will sell ammunition there, some buy + Steam gets its cut! (You too, if you are willing to oversaturate the market)
Very sad, I didn’t play the game much but I downloaded it from launch, played the first Austro-Prussian war event in the discord, and bought the American Civil War DLC. So sad to see the game go, and amazing job with the work you managed to get done on your very first attempt. God bless my man.
All i hear is that you are a group of very creative and brave people... And the fact that you undestand your mistakes means the next project will be better
Thanks Ray, I appreciate the comment.
I really enjoy Fire and Manuver, it was really a unique take on the strategy genre, and honestly i dont feel like you failed. Yes youre moving on, yes some aspects of the game are clunky or rough. But you put a enjoyable game out there, it was a solid first project, everyone has to start somewhere and learn. Im confident your studio will do great things with your next title!
Don’t lose spirit! While F&M doesn’t compare to others it was still a fun game to me and I feel like you have learned a lot and will deliver this time!
It takes a strong man to admit and take responsibility for the faults of his project. Massive respect Mr. Armchair
Thanks dude, I appreciate it.
I really enjoyed it for what it was, but I feel with this new title you're going to improve on an already excellent start.
I love fire and manover; I love the battle system and the feeling of the game in general
Hey! As someone who works in the video game industry, I always thought fire and Manoeuvre was an incredible first game for a new studio. It looked visually stunning with a conducive art style, along with great performance and fresh ideas; these things are so difficult to get right (especially at new studios) however you and the team really did great work!
Excluding some bugs, it felt like a very polished experience :)
I’ve worked on many games with/at different sized companies, and my advice for your next game would be;
1) Game Design Documentts - These documents really lock down and solidify a vision for the the project, and really slowdown scope creep. They should be made near the beginning of a project, and show how a feature should work, and what the intention is (potentially with some UI mock-ups)
2) QA and Producers! - I see a lot of smaller studios not hiring QA/Producers as they feel the programmers can test a game to a needed standard. Although this may be true to some extent, having a dedicated QA team can provide more than just bugs.
QA often catch things falling through the net, and highlight them. They’re a players greatest advocate, calling out features that perhaps aren’t working as intended, and providing feedback to make the game better! I would always recommend having QA on a project!
Production keeps the wheels of game development churning; from looking at/triaging bugs found by QA, to planning sprints and work-back schedules. They work hand in glove with QA to ensure the project is stable, and all key project stakeholders have been communicated with.
I understand you may have been the game director, but it’s a lot of work to be both a game director and producer, so I would always recommend getting 1 producer for every 10 employees!
Again I want to emphasise this game was incredible, especially for a first game. You and the team have clearly worked very hard, and I’m amazed this was the first project. Keep up the incredible work and best of luck with your second game! Also, if you ever need any advice please reach out, game development is a big family :D
Honestly loved the pace of the battles, the campaign was fun...just didn't feel terribly challenged, and ran into some odd bugs. But like a lot of people were saying, this was a damn good first attempt. The next one already looks promising. I do definitely hope you revisit the Victorian era, someday. Happy to give this project a try when it is available.
Thanks man, I appreciate it.
Loved the game regardless, the community was great to be a part of while it was in its prime and I’m looking forward to the new game
Thanks man, much appreciated.
I agree that the aesthetics of the game were its strong suit, especially the music I felt that really tied it together quite well.
I had a great time with the game, I also really enjoyed the map making stream's.
I'm happy to see you taking the criticism well.
Very random question (and possibly a stupid one, at that) but… if MoC sees great success (which I truly believe will happen) and is given the opportunity to increase in scope, would there ever be considerations for a multiplayer system?
I apologize if parts of these questions were already answered in the video, but as a (maybe rare) enjoyer of multiplayer RTS games, I just had to ask.
Thanks again for F&M, I still find enjoyment with it to this day. Best of luck with MoC!
Hey Nuec, great question! So we are actually building MoC with multiplayer infrastructure, but we will not be launching with multiplayer. If the game really takes off, we could consider adding it, but I do believe that MoC will benefit from a focused singleplayer system and that multiplayer can be something worked on in a future title.
I finally took the plunge in the summer sale to buy this one.
The game is a masterpiece. Be proud of yourself. It has everything I could want and more from a free game.
Honnestly, even if the game didn't make the cut, I'm still happy you made it since I believe that it gave you a lot of experience. And after all, with great loss comes great reforms. Good luck, I'm looking forward to your new title!
For sure man, we learned so much. Thanks for the support!
I enjoyed Fire and Manuever, replayability and bug issues aside. Glad that you guys are taking the lessons learned and moving on to another project. Compare your honesty and good faith dialogue with the players (and genuine attempts to fix the game) to the developers of Grand Tactician, who have for all intents and purposes refused to fix their game or give updates to the players.
Thanks man, yeah we've always tried to be transparent with this sort of thing.
I loved this game man, I'm sad it's ending, but I'm excited for your next one!
Thanks man, we're excited to work on something even better!
one thing i notics playing some war game is that the dev makes a "framwork/system" so dedicated fan can make hand crafted campaign/scenario based on the system and sell it as DLC for profit ($ for the scenario designer and the game studio)
When I buy a new laptop, I will install this game even for the campaign and skirmish. I still like fire and maneuver even if it won't be updated anymore
Thanks man, I appreciate it.
A fire and maneuver 2 where these mistakes are fixed would be so cool
It was a good game with amazing potential. Never got the idea it was moneygrab. In fact for the vast majority I was surprised that it didnt cost significantly more aside the various DLCs.
A free game as a "cash grab," I never understood this either. I think a lot of people were just really disappointed that the game felt unfinished, and I do understand them on that point. We're going to make sure going forward our next game is polished.
I have 105 hours in Fire and Manouver and bought civil war dlc instantly to play the CSA, I played exclusively multiplayer and for some time it was very cool and clean i'd say, I mean there were some exploits like putting infantry behind arty in some direction so cannon is rotated and can shoot instantly that sometimes got really annoying, but in general i enjoyed the game, I only stopped playing when the hill map was added (I felt like the game became so buggy then) and later when i wanted to play it I never could have find and match. But i frankly enjoyed the system and those 100 hours, thanks for Your effort Griffin
Hey dude, that's awesome to hear you had over 100 hours in the game, glad you liked it! Thank you for the support!
It's steps man.
Game development is all about learning, but you learned that the hard way.
Take F&M as your proof of concept game.
MoC will be your first fully fledged title, made from experience.
And whatever comes next will likely be bigger in scope and higher in quality.
Cheers!
That's the way I see it too, I appreciate the comment man.
Historical Accurate Battlefield from Armchair Historian when ?
I liked it; as said many time's an editor would have been a great help for the workshop and modding.
I would say one of the downside is the AI that will not stop attacking you when they have the chance. They don't fall back or regroup. They just keep on attacking even though it's clear you have much more firepower than the AI.