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A New Start Please Welcome Steven Hokanson. - 7/7/2005 5:22:22 AM   
David Heath


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Hello Everyone

I know we been slow to start with the main development of CWiF but that is about to change. We have now signed up Steven Hokanson who will been directly handling the coding and development of CWiF. We are dedicated to doing this right the first time and so is Steve. Since we now feel all of our team is in place we will start moving forward. Steven will be by shortly to fill everyone in on the new details.

Once again we thank you for your support.


David Heath
Matrix Games


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RE: A New Start Please Welcome Steven Hokanson. - 7/7/2005 6:26:10 AM   
Shannon V. OKeets

 

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I am now under contract to Matrix Games to develop the computerized version of World in Flames. This posting is to introduce myself and give you some insight into what I envision happening in the near future. I consider WiF one of the best board wargames ever written and for its scope (world wide) and time period (WWII) the absolute best. I, personally, have been waiting for the computerized version since 1996.

My background includes: writing over 100,000 lines of code in 5 different computer languages, having over 100 books on military history in my library, owning over 120 board wargames, and having played board wargames for 8-10 hours a week for over 20 years straight. I played WiF head-to-head and in multi-player groups for 6 of those years. In the mid-1980's I created, from scratch, 2 computer wargames for the Atari 800 (32 kb of memory running at 1.2 MHz with a 128 kb disk on which to write the program overlays). The first one, “The Battle of Chickamauga”, won an award from Family Computing as the best wargame of the year (1985). If you want to know more about me you could visit my company’s web site: www.PatternDiscovery.us.

I expect to do a lot of communication to members of this group through the forums. David Heath wants weekly updates on the program’s progress and I will summarize those into a monthly report to this forum, describing what has been accomplished in the past month and what I plan to accomplish in the next month.

For clarity, let me set forth some acronyms I will be using. WiF refers to the board game version of World in Flames in general and encompasses all the additions and modifications unless specifically stated otherwise. CWiF refers to the computerized version of WiF, developed by Chris Marinacci, that went forth into the world as a Beta test version. MWiF refers to the Matrix Games version of computerized WiF for which I am writing code.

MWiF is a large project with many pieces (pun intended). To get it done, it has to be attacked systematically, with focus on individual elements of the game that get defined, coded, tested, and completed. It is unproductive to try to work on everything at once, and even worse to finish something and then go back to it later with new ideas for improvements. My mantra will be define, code, test, complete. To that end I propose to involve you in the first part: definition of what is to be done.

I will start discussion groups on this forum to solicit your input into the design of MWiF. I will read all your postings. Indeed, I have already printed out all the postings to date in all the Matrix Games forums on WiF and have read them, underlining portions that are the author’s key points. I have glanced at the postings on Yahoo and was completely intimidated by the volume (78,000+). If there are good ideas in that mountain of text, I wouldn’t be opposed to you finding them for me and sending me any nuggets of wisdom that might be of use in MWiF. Getting back to the discussion groups, I will start 3 to begin with: (1) Map, (2) Units, and (3) Teams. Each of the discussion groups has an introduction to get it started.

In general, it would do us all a lot of good if each discussion group stayed focused on its topic. Yes, I know there are many other things about MWiF on which you have opinions that you would like to communicate to me and to each other. Write them down off line and save them for when I introduce a discussion group for which they are appropriate. What I want to do here is: pose a question to the group, receive ideas and concerns on the topic, make a final decision about how the topic will be designed, finalize the design for that topic, and then move on to the next topic. For example, after I get input from the group in the next couple of weeks, I expect to finalize the design of the maps and units. Then, any coding that is done related to maps and units can be written without worrying about having to go back and change it later because the design changed. Given reality, there will be exceptions, but I hope to minimize them.

Perhaps this is a good place to give you my motivations. To start with, I am working on the basis of royalties, so I will receive no money until the game has actually been sold to customers (I hope that includes you). Do I want the game completed fast? You bet! Will I compromise quality? Never! I am a programmer, which means the code is either perfect or it is wrong. I view poorly written code as a slur on my professional skill. I find it absolutely intolerable. This puts me in a position of conflicting objectives, but it is one with which I have lived all my professional life: “Do it fast, but do it right”. I want to produce a product that both I and Matrix Games can be proud of.

Actually, I am writing MWIF for you. Software has zero value unless it is used by a customer. But that is the collective you, not the individual you. This is why I am asking for your input at the design stage of this program. I think of it as receiving everyone’s critique before the code is written rather than after the game is published. Along the way the design decisions will be made for everyone, when possible, and for “the greater good” otherwise. In cases of competing designs I will go with what I think is best and try to provide options for both designs when that’s feasible and not too arduous to achieve. If I do this right, you will enjoy MWiF as much as you do WiF. All I can promise is that I will give it my best.

I have a list of a dozen topics that I will be posing to the group over the next month or two. If you have ideas for a topic, let me know by posting to this forum. As for a date when the game will be ready, this project is too young and I am too experienced, to give even a guesstimate. When we are a little farther along and I have a sense of the size of this undertaking, I will give you an informed opinion on the completion date.

“Once more unto the breach, dear friends!”

Steve (Steven Hokanson)


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Steve

Perfection is an elusive goal.

(in reply to David Heath)
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RE: A New Start Please Welcome Steven Hokanson. - 7/7/2005 6:26:45 AM   
coregames


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wooo hooo! Very cool to be introduced to you and your approach Steve. Some of us have preliminary work done on test protocols for comparing the software to the WiFFE 7.0 RaW... is this work useful? Or should we leave that part for you and your team.

The obvious topic for a thread or threads to address is the PBEM vs. synchronous play issue. I'm not sure if the consensus after Origins was to use exclusively a unified scale, but if not, that could be a topic as well.

Good luck on coding this beautiful game Steve!

< Message edited by coregames -- 7/7/2005 6:39:14 AM >


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RE: A New Start Please Welcome Steven Hokanson. - 7/7/2005 7:55:46 AM   
Shannon V. OKeets

 

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I absolutely love the work being done on the test protocols (and I rarely gush). I would add that they should pay special attention to where the map wraps around (from column 359 to column 0 on the CWIF version). There are many places where separate lines of code take into consideration the wrap around. As a trivial example, when calculating the distance between two hexes.

I have PEBM in my list of future topics.

Comments for or against unified scale should be posted to the thread on the map.

Steve

(in reply to coregames)
Post #: 4
RE: A New Start Please Welcome Steven Hokanson. - 7/7/2005 11:59:38 AM   
Froonp


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Hello,

quote:

What I want to do here is: pose a question to the group, receive ideas and concerns on the topic, make a final decision about how the topic will be designed, finalize the design for that topic, and then move on to the next topic. For example, after I get input from the group in the next couple of weeks, I expect to finalize the design of the maps and units. Then, any coding that is done related to maps and units can be written without worrying about having to go back and change it later because the design changed. Given reality, there will be exceptions, but I hope to minimize them.

I'm suprised about this because, even if I agree that future players must be asked what they would like to see in the game and how the game should be, I'd thought that Harry Rowland should have the last word about the design of the game.

So my question is : Could you tell us more about the involvement of ADG's original WiF FE designers (amongst whom Harry Rowland stand as the boss) in the developpment of MWiF ?

I recall that during the developpment of CWiF, Harry always had the final word about how things should be, even if all topics could be discussed with him.

Best Regards, and thank you VERY MUCH for the update who was much waited for (to say the least)

Patrice

(in reply to Shannon V. OKeets)
Post #: 5
Test Plans - 7/7/2005 3:17:32 PM   
Greyshaft


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quote:

ORIGINAL: Shannon V. OKeets

I absolutely love the work being done on the test protocols (and I rarely gush). I would add that they should pay special attention to where the map wraps around (from column 359 to column 0 on the CWIF version). There are many places where separate lines of code take into consideration the wrap around. As a trivial example, when calculating the distance between two hexes.

I have PEBM in my list of future topics.

Comments for or against unified scale should be posted to the thread on the map.

Steve


Hi Steve. I've been neglecting MWiF recently for a very good reason who came into the world about 24 hours ago (Mother and Son are doing fine...) but doubtless I will have lots of sleepless nights over the next few months to ponder MWiF. Would you like a seperate discussion on the Testing regime for the game? It seems to me that testing needs to cover all 3 areas you have mentioned. I tossed a few emails around with RobertC about testing but this is your baby so tell us what to do. You might think it too early to plan for testing but I always thought "Failing to Plan" = "Planning to Fail"



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/Greyshaft

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RE: A New Start Please Welcome Steven Hokanson. - 7/7/2005 6:45:46 PM   
Hortlund


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Hey Steve, welcome aboard! I must say its good to have you here.



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The era of procrastination, of half-measures, of soothing and baffling expedients, of delays, is coming to a close.
In its place we are entering a period of consequences..

(in reply to Shannon V. OKeets)
Post #: 7
RE: A New Start Please Welcome Steven Hokanson. - 7/7/2005 7:28:52 PM   
Shannon V. OKeets

 

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Ok, here's is the short story on my involvement over the past month. David Heath has obtained Harry's approval (actually I do not know the technical details of their relationship) for me to take over MWIF. Chris is still available as a resource to me for understanding CWIF. Rob Crandall suggested to Matrix that I take over MWIF as the lead programmer and he has been of tremendous help to me in getting CWIF converted to Delphi 2005. I am continuing to review the CWIF source code (100,000+ lines).

As the new kid on the block, I am certain to add my own fingerprints to those who worked on the game previously. Right now, I want to take a fresh look at everything and try to eliminate from my future the wasteful activity of thinking about "well maybe we should have ...". Everything can be discussed at this point, but as I reach decisions, doors will be closed and only reopened with a court order.

My marching orders (military methaphor) from Dave are that I decide everything. My view is that I am responsible to the people who are going to buy the game. Since these undoubtedly are people who have played WiF, that should be in accordance with Harry's wishes too. Remember, my passion for WiF is right up there with the most fanatic of board gamers. Part of the reason I am asking for everyone else's opinion is that I don't want to unknowingly inflict my own predilections on people. Knowingly I can live with, just not unknowingly.

My boss is Dave and I send him weekly status reports, which includes all the concept papers I write on the game. The papers will eventually lead to a final design document against which I will write code. At any point along the way Dave will have veto power, but he assures me he doesn't really want to be involved in the day-to-day decisions, just kept informed.

Can we drop this discussion topic at this point? I understand your interest but feel like it is more about personalities and less about the game. I have always been bothered by the articles in Computer Gaming World that focus on the game designer instead of the game. You can blame my parents (hey, I blame them for everything) but it makes me uncomfortable.

Steve

(in reply to Froonp)
Post #: 8
RE: Test Plans - 7/7/2005 7:37:34 PM   
Shannon V. OKeets

 

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You seem to have a more formal understanding of software testing than I do. Both my wife and best friend have had software testing as part of their job titles at least once in their careers, but I have always relied on running the program until I am sure it works. I know, that makes you cringe, sorry. What I would like is for you to head up a thread on this topic. If you want, you can use the one you have already started. I thought it was right on track. If you would like more direction from me, or are reluctant to take on additional responsibility (by the way, what is your son's name?), let me know by sending me a direct email (Steve@PatternDiscovery.us).

Congratulations to you and your wife.

Steve

(in reply to Greyshaft)
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RE: Test Plans - 7/8/2005 12:00:37 AM   
Froonp


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Just wanted to know for curiosity :
What is the involvement of Robert Crandall to the MWiF Project now ?
What is the size of the team devoted to getting MWiF done now ? Who does what ?
Thanks !

(in reply to Shannon V. OKeets)
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RE: Test Plans - 7/8/2005 1:45:00 AM   
Mziln


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Well if were talking resumes...

My background includes: 5 years in computer operations. 15 years programming (as a consultant and non-consultant) in 8 computer languages (this includes 4th generation languages). Documental analyst for over 5 years. Currently doing tech support for a world wide computer hardware/software support company. Streamlined an old War of the worlds character set graphics program written in basic for my own use (had to put in a loop to see the credits when I was done). wrote a 3,000 card D&D dungeon generation program for my own use. Started out on a Zenith/Heathkit computer you loaded from a standard cassette player. From there went to Atari 800, Amiga, to IBM.

Was a beta tester for : Lords of Empira, Horizons, and CWiF.

Nice to see a young person like Shannon getting a chance


< Message edited by Mziln -- 7/8/2005 1:47:38 AM >

(in reply to Froonp)
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RE: A New Start Please Welcome Steven Hokanson. - 7/12/2005 9:07:36 PM   
Panzer76


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quote:

ORIGINAL: Shannon V. OKeets
Rob Crandall suggested to Matrix that I take over MWIF as the lead programmer and he has been of tremendous help to me in getting CWIF converted to Delphi 2005.


Could I just ask if you are indeed going to use Delphi to program MWiF?

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Cheers,
Panzer

"The man who trades freedom for security does not deserve nor will he ever receive either."

Benjamin Franklin

(in reply to Shannon V. OKeets)
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RE: A New Start Please Welcome Steven Hokanson. - 7/12/2005 9:23:15 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Panzer76


quote:

ORIGINAL: Shannon V. OKeets
Rob Crandall suggested to Matrix that I take over MWIF as the lead programmer and he has been of tremendous help to me in getting CWIF converted to Delphi 2005.


Could I just ask if you are indeed going to use Delphi to program MWiF?


Yes, I am using Delphi 2005. It took me 8 tortuous days to get CWIF converted to Delphi 2005 (up from Delphi 7.0). This is the first time I actually used Delphi on a project (I had previously purchased and examined Delphi 2.0). However, I have been using Borland's C++ Builder for 10 years (6.0 most recently) and the object based design with classes and components is virtually identical (an inside pun). The IDE works pretty much the same too. I plan on using Indy10 or the TCP/IP communications over the Internet and for PBEM.

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Steve

Perfection is an elusive goal.

(in reply to Panzer76)
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RE: Test Plans - 7/15/2005 11:27:39 PM   
SamuraiProgrmmr

 

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quote:

ORIGINAL: Mziln
wrote a 3,000 card D&D dungeon generation program


WooHoo CARDS!!!!

It has been a long time, but I have used cards!

quote:

I am using Delphi 2005


WooHoo DELPHI!!!

I use Delphi every day that meetings don't keep me from writing code.

It is about time some more games got written in the best language around!!!!!




Shannon & Matrix, You are demonstrating the committment to excellence I expected when the project actually got going. I am so looking forward to watching this unfold over the development cycle.





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Bridge is the best wargame going .. Where else can you find a tournament every weekend?

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Just curious - 7/19/2005 1:18:47 AM   
Cheesehead

 

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I'm wondering a few things:

1. Is Steve working on MWiF on a full-time basis or do you have a "day job?"

2. Whatever happened to Robert Crandall? Is he still involved with the project?



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RE: Just curious - 7/19/2005 2:35:50 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Cheesehead
I'm wondering a few things:

1. Is Steve working on MWiF on a full-time basis or do you have a "day job?"

Steve (that's me) has a day job but I own the company so I divide my time as I like. Right now I probably only get to put in between 50 and 60 hours a week on MWIF. I wonder if anyone has worked out my alias?

_____________________________

Steve

Perfection is an elusive goal.

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Post #: 16
RE: Just curious - 7/19/2005 3:03:57 AM   
Greyshaft


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rearranged the letters of your name?

< Message edited by Greyshaft -- 7/19/2005 3:04:11 AM >


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/Greyshaft

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RE: Just curious - 7/19/2005 5:02:47 AM   
Cheesehead

 

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quote:

quote:

ORIGINAL: Cheesehead
I'm wondering a few things:

1. Is Steve working on MWiF on a full-time basis or do you have a "day job?"

Steve (that's me) has a day job but I own the company so I divide my time as I like. Right now I probably only get to put in between 50 and 60 hours a week on MWIF. I wonder if anyone has worked out my alias?


Wow! Now we have to figure out a schedule for those WiFers in your area to cut your grass, buy your groceries, shovel snow, etc to keep "The Man" on task.

_____________________________

You can't fight in here...this is the war room!

(in reply to Shannon V. OKeets)
Post #: 18
RE: Just curious - 7/19/2005 5:16:26 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Cheesehead
ORIGINAL: Cheesehead
Wow! Now we have to figure out a schedule for those WiFers in your area to cut your grass, buy your groceries, shovel snow, etc to keep "The Man" on task.


I solved most of those problems by moving to Hawaii in 1996 and living in a condominium. The grocery store is right next door.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Cheesehead)
Post #: 19
RE: A New Start Please Welcome Steven Hokanson. - 8/16/2005 10:03:43 PM   
Shannon V. OKeets

 

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I originally posted this to PBEM Land Action which was obscure at best. It really belongs in this thread, so I have copied it here.
=================================

Some background seems worth repeating here.

My primary goal in writing MWIF is to transport the board game World in Flames to the computer. In so doing, there will have to be some changes made, but they should be kept as minimal as possible. Changing the map is the biggest change. Adding PBEM is another major change, but that is an optional way to play and even within PBEM the component parts are individually optional. Other aspects of the board game are being left as is: units, unit capabilities, unit interactions with each other & the map, the sequence of play, resources & production, political interactions between nations, and so on.

The logic for this decision is quite simple. WIF is tremendously popular. However, players are somewhat frustrated by the requirements for playing over the board. The major problems being: gathering enough players for a game, meeting at a single physical location, dedicating semi-permanent table space for laying out the maps, and setting up the game. MWIF should solve most of those problems if not all of them. Therefore, a market exists for MWIF. Indeed, there are many players who have been clamoring for MWIF for over a decade.

Redesigning MWIF from the ground up, so it better simulates World War II, is not part of my task list. In fact, I would not have signed on to the project if it had been the goal.

I do have a host of design issues I need to resolve but they do not relate to the simulation per se. I am concerned about how the map and units look on the screen, the game interface, how PBEM will work, which optional rules and WIF add-ons will be included, the addition of computer 'extras' in the form of animations, sounds, historical detail, a help system, game replay, and an AI Assistant, and, lastly, solitaire play against the computer (AI Opponent).

To make sure my perspective on what is a good design and what isn't, I have started a dozen or more threads on this forum to elicit comments, criticisms, and suggestions from people who want this game "done right". The later phrase is totally subjective and defined by each person individually. I filter all the information I am given and make decisions about MWIF's design. I try hard not to aggrevate anyone in the process, but regretably fail from time to time.

_____________________________

Steve

< Message edited by Shannon V. OKeets -- 8/16/2005 10:04:34 PM >

(in reply to Shannon V. OKeets)
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