And the WH1 branch just kept on developing. You’ve probably got players who started playing WH1, but then stopped playing it, and so you can make sure they’re engaged again before WH2?Įxactly, there’s a whole host of good reasons to do it that way, and largely it was a success. So we decided to do some new DLC for WH1 as a pre-order bonus instead, so if you pre-order WH2 you get something to play now in WH1, some two to three months before WH2 launches. Now, in the run up to WH2 we decided to do our pre-order a bit differently because we didn’t want players to feel anything had been cut out of the new game. Meanwhile, WH2 is moving off on its own little development tangent over here, and getting all its new stuff added to it. Gets another branch for another DLC, and so on. It goes on sale, gets piped to Steam, and carries on developing. Meanwhile, WH1 is here getting new DLC and it gets new branches for the new DLC, and that then merges into the main WH1 branch.
#Total war warhammer wyvern code#
To explain: WH1 launches and WH2 starts pre-production, so you branch the code and create a new development branch for WH2. Yes, Mortal Empires is essentially Warhammer One (WH1) and Warhammer Two (WH2) smashed together and we had some problems merging the dev branches. You had some teething issues when you launched Mortal Empires… And that’s when the studio knows we’re doing the right thing. We had so much feedback from Games Workshop throughout the process, we sent them assets, animated models to review, and we get these replies that ‘people are losing their shit here’ because they’ve seen this stuff come to life in this way. Our animators said that people turn that bit and that goes up and down, and it’s great, it looks authentic. Its just made of meat and wheels and spikes, and pumping machinery. True, take the Hell Pit Abomination, a Skaven creation.
So they look really bat-like in the game when they move because we had to find some sort of analogue. So how does it locomote across the ground? The best match we could find in nature was a bat’s elbow-like walking. Take the Wyvern, which is essentially a dragon with wings for arms. To bring that to life, you have to figure out how that figure is going to move. A lot of those miniatures look so dynamic in model form because they’re in a dramatic pose, launching forward to attack or defending themselves. You’re saying some things are less spiky – that’s heresy! And it looks absolutely stunning and beautiful but when you try and make it move… all the miniature does is stand like that with his spear, but imagine him turning his head… everything clips through everything, so we have jiggle things around and redesign things. When we first embarked on Warhammer, Games Workshop sent us two of everything in the current Warhammer catalogue! We had the equivalent of a Games Workshop store in the office.Īn artist, a 3D modeller, can jump into Max and completely replicate a model. To some extent yes, because our guide for the models are the miniatures themselves.