Dev Blog - AI
Wednesday 03/28/07 -Personal Details
Name: Cristian Hrisc
Current Job: Alexandru Gris
My Job in the SH IV Project: Ubisoft Bucharest
Date of Birth: April 8th, 1980
Languages Known: ENGLISH
Artificial Intelligence – written dev diaries
What can I say? From my point of view, the AI rocks!
Intro:
We have started developing the new AI features for SH4 based on the rock solid AI from SH3. Our task was to improve even more on the existing code and add enhancements like planes firing torpedoes, the adversarial mode, tuning the enemy tactics according to the battle of Pacific, etc. Together with the guys from the design team, we have established a list of "must have" features that would enhance the game play and the overall game experience. We have focused on adding the realities of the Pacific WW2 into the game together with making the game more appealing on the network-game side.
How did we do it?
Planning was done in a series of meeting (more or less formal) between the design and the development teams. The outcome of these meetings was a better understanding of the requirements for both sides and a series of specifications on which to write the code. These meetings were extended during the whole AI dev time to ensure that the new stuff is correctly understood and implemented and that each of the enhancements successfully improves the game experience as desired. During these meetings, the design team provided great feedback so that we could accomplish all the milestones we have set, according to our quality and time requirements.
The first days were rather difficult. We had to take ownership of the existing code, which was quite a lot. Luckily,
The first impression is one of success, as everything appears to work fine; the first tests show it J
By,

Dev Blog - Multiplayer
Friday 03/16/07 -Personal Details
Name: Ioan Manea
Current Job: Ubisoft Bucharest
My Job in the SH IV Project: Lead game programmer
Date of Birth: June 1st, 1981
Languages Known: ENGLISH
Nationality: ROMANIAN
Multiplayer - written dev diaries
What is the game providing?
Silent Hunter 4 allows the players to hunt together (Wolfpack mode) in a LAN or Online game or even to play against each other (Adversarial mode).
The wolfpack mode is similar to the one from Silent Hunter 3, where the players go together to sink the enemy ships around them.
The new Adversarial mode allows the player playing on the Server machine to issue commands to the enemy fleet; the mission of the other players will be to sink as many ships as possible while the mission of the Server will be to prevent the others from achieving their objective.
How is our multiplayer system built?
Every time an object in our world (by object we understand any ship, plane, weapon on a ship, etc.) does something on your computer it sends a message to all the other computers so that the same object will do the same thing everywhere.
This information is also saved in files on the local disk. Depending on the game type and length these files can have sizes between a few KB to a few hundred MB.
The messages stored in these files are used to implement the Save, Load and Replay.
What else is the game providing? J
When viewing a replay, the game will load the initial map (the map when starting the game) in its initial conditions. The game will be put in multiplayer mode, but you are actually alone there. Then multiplayer messages will be taken from the files previously saved and pumped into the game. So, when viewing a replay is like playing a multiplayer game, except that the network input is not coming from the actual network but from the files on your hard disk.
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Dev Blog - Navigation Map
Friday 03/16/07 -
Name: Dragos Mihailescu
Current Job: Ubisoft Bucharest
My Job in the SH IV Project: Game programmer
Date of Birth:
Languages Known: ENGLISH
Nationality: ROMANIAN
By
Dragos Mihailescu

Dev Blog - Harbors and Cities
Friday 03/16/07 -Personal Details

Nationality: ROMANIAN
Game Design - written dev diaries
HARBORS & CITIES
Having a whole planet at your disposal is not always a good thing. Especially when you need to built cities and harbors to populate this planet.
The majority want to see something “uber”, mega, hipper cool looking city… you have a radius of visibility of 20 km and you are alone. Scary, isn’t it!
If we think on Earth as it is in Silent Hunter IV to add harbors and cities to all that landmass it could became a pain if you need to do it traditionally like… take that tree put it there, take that building put it there. You may start to have nightmares and convulsions during the night and an old looking in the morning.
I’ve tried such a way in SH III and I indeed had nightmares… and… an old … looking… yeah!
Plus that you can’t have tons of polygons to make houses to look as it should look. When I think on cities I need to build in Silent Hunter IV I’m feeling like a cave man. A modern one!
In the 1st day - I’ve started with building a generic city and a generic forest. Combined this two and obtained a city surrounded by forest. I put those two things on the land and it looked good.
In the 2nd day - I’ve changed the vegetation with a winter one… and was looking good too. Still don’t have the courage to start a more offensive operation at a macro level. I was quite safe in my cave!
In the 3rd day – I’ve made kits for winter, summer, tropical, autumn… etc. All looks good at a first glance.
In the 4th day – I talk with programmers to not force me to put all by hand on that land mass. They said that it will be ok but I was still afraid.
In the 5th day – Programmers thinking!
In the 6th day – I’ve discussed with the thinking programmers … cause they always find a way to forgot what you asked them (I can understand them cause sometime are too crowded by “taskforces”)… and we found a solution… the city and forest where spread automatically all over the landmass and the city tiles had a controllers of urbanism level on them that allowed to show/hide some buildings according with a RAW data file for urbanism and a controller in the editor. The result was good. And all was happy.
In the 7th day – The Managers came and they said that the landscape look like
In the 8th day – All where depressed…
In the 9th day – Still depressed…
In the 10th day – We made some changes on textures – just for quays. All the rest had remain the same. And we also made some new tiles with small improvements. We stay in the face of fate with pride.
In the 11th day – The mangers came! They saw the new look and they “fell in love” with it… with a small comment: They want it too look more Far Cry like. And we all fall in depression… again.
In the 12th day - We adjusted the vegetation and other stuff and we add a nice platform to the city tiles to not place it directly on ground and to look like a sky scraper in a farm courtyard. Was an acceptable compromise!
In the 13th day – The Mangers came and we don’t let them to say nothing cause we understand that the whole cities look like Greece, because of that
In the 14th day – I was thinking on how GOD could create the whole Universe in 7 day. I had conclusion that I was scared of. That day I was afraid to go outside to not be hit by a lightning.
Now I have nightmares with the number 7 and 14… and I hear voices. But the result on cities is quite OK… yeah, even if they look like
By,
Cristian Hriscu

Dev Blog - Interface Files
Friday 03/16/07 -
Silent Hunter 4 – Interface
Silent Hunter is a special type of game, in which the player makes great use of the 2D interface by using the mouse and the keyboard. You just can’t play Silent Hunter with a joystick. This means we had to work heavily on the game interface.
New additions
The interface is very scalable and can run in any resolution greater than 1024*768. Basically, the available screen resolutions reported by DirectX are only a restriction to the game. This means the game can run at any aspect ratio, on any monitor: 4:3, 5:4, 16:9, 16:10 etc. So, go ahead and buy the HD monitor you want, Silent Hunter 4 will make full use of it. We tested the game and looks great on 37" HD monitors.
The 2D menu engine now has integrated animations that allows for auto hiding (in the HUD, museum and periscope). The player can now configure the interface by hiding the unnecessary items:
The resizing of items (for the dials in the HUD) is used to provide more information to the player when is needed. When changing the submarine’s course, the dial increases in size to clearly see the bearings written on it. This is even more useful when playing in HD resolutions:

More complex, in game windows-like controls
The new interface makes use of lists that can contain any 2D object, including combo boxes that each one has a new list of its own. The designers can create HTML like mission descriptions displayed directly in the game, containing texts and images that can be scrolled. You can’t see this in many games. These features allow the designers to imagine interfaces not possible before and eliminate cluttered screens that damage the gameplay.

Customizable interface
Parts of the interface are created at runtime, based on text files that can be easily modified by designers (and by the players, to create MODS ?):

By Mihai Maerean






