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Vote now! New historical tracks vote and other news



General! Our ever-vigilant intelligence service has prepared a news update, for your eyes only!
Here are all of our spy’s key findings.

[h2]Historic music tracks. Vote now[/h2]
We have heard your feedback about our tracks after the previous report. One of the tracks we planned to have in the game was put into question by some of the players.

So, we offer you to vote for the track slot (US campaign) and choose among four different candidates.

The in-game track will be instrumental with no voice.

[h3]How to vote[/h3]
You have one week to vote in the comments to this news article across all our community hubs. Post one name of the track or its number:

1. Battle Cry of Freedom. Reference: https://www.youtube.com/watch?v=tYxKVek5fh8
2. Semper Fidelis Stars And Stripes Forever. Reference: https://www.youtube.com/watch?v=QAnky-QJwII
3. Dixie. Reference: https://www.youtube.com/watch?v=5OKdbc0DYpM
4. Roll Out the Barrel. Reference:
https://www.youtube.com/watch?v=6BA6Ym8gX20
We will let you know about the results in the next weekly reports.

[h2]Strategic Mind series update[/h2]
We plan to have the next big update for all games of the series to be delivered to Steam during the next working week. It will fix a number of issues and add visual improvements. More details in the patch note next week.

Support our project by adding Strategic Mind: Fight for Freedom to your wishlist:

https://store.steampowered.com/app/1381850/Strategic_Mind_Fight_for_Freedom/
This is it for this week’s report.

Ever vigilant
Starni Games Intelligence Service




Map creation process in Strategic Mind: from an idea to a game-ready scenario

Hello, guys! Today we will tell you in detail about the whole scenario creation process. To illustrate it we will use footage taken during the creation of the 5th scenario of the US campaign in the upcoming Strategic Mind: Fight for Freedom — Western Allied invasion of Germany.

The following article is brought to you by Alex Marchenko, Lead Level Designer at Starni Games.

[h2]Stage 1: Creating a PSD file[/h2]

Every level development starts with the Narrative Designers making research about a chosen operation. After studying different maps of the region (war plans, geographic maps, river maps etc.), they are making a PSD file with all hexes, where terrain types are marked with different colors.

- Terrain design in a PSD file.

After designing the terrain, the Narrative Designers put different symbols on separate layers indicating: roads, infrastructure, units, objectives and other tips for the Level Designers team.

- PSD file with all the marks. Well, almost all.

Additionally, Narrative Designers create a larger version of the map that includes territories outside the combat zone — hex grid, but which are still visible. We do not want our maps to be cut off abruptly at the edge, so we put considerable extra effort to create additional terrain around the operational area to allow a gradual fade of the visible area into the fog.

- Full level. Play Zone (operational area) is marked by the red rectangle.

[h2]Stage 2: Importing a PSD file to Unreal Engine. Heightmap creation and import[/h2]

Now Level Designers make an empty level in Unreal Engine, using a sample with pre-set world settings.

- An empty level in UE4.

Next, the Level Designers use an automated script written by our Programmers to import the hex grid and all technical parameters of hexes, such as terrain types, roads and infrastructure locations into Unreal Engine 4.

- A level with imported data: terrain types, roads, railroads, rivers, deployment hexes, etc.

Using Photoshop, Level Designers make a Heightmap of the level. The Heightmap is a special file that indicates the landscape heights at different areas of the map.

- This is how the Heightmap file looks in Photoshop.

The Heightmap is then imported into UE4 as well, using the engine's features.

- The map after the heightmap file import.

[h2]Stage 3: Adding the terrain color and texture[/h2]

Next step is coloring the landscape according to different terrain types. First, the Level Designers create masks for all kinds of terrain in Photoshop.

- Terrain masks for the level.

Next, we import masks into the engine, using UE4 features. As you may know, we have different visual types of maps, such as “Europe”, “Africa”, “Winter”, “Steppe”, and “Pacific”. We have also added “Jungles” setup in SM: Fight for Freedom for the operation in Burma.

- This is how the level looks in the editor after adding terrain colouring and textures.

[h2]Stage 4: Creating water surfaces [/h2]

The next step is to create big rivers and lakes on the level, using UE4 tools such as splines and planes (not the fighter planes ;) ). After that, we have to smooth the river banks and paint it in the “sand” and “ground” terrain for better looks.

- The level with the proper river.

[h2]Stage 5: Laying roads, railroads and small rivers — a hell on earth[/h2]

It is now time for the hardest part of level creation — laying roads, railroads and small rivers. Why is it so hard? Well, the UE4 splines are “a pain in the ... arm”, as our Level Designers would say. The task here is to lay splines on the landscape so that none will float in the air or fall through the terrain. There are useful tools to help you achieve that, but it still requires a considerable amount of manual work. Also rivers should always go downhill, so hills and mountains on their way are a regular problem. Nevertheless, a job is a job, so here is the level after road and river management:

- The level has roads, railroads and small rivers, but no cities, bridges etc.

Well, the hardest part of the work is now finished.

[h2]Stage 6: Adding buildings and infrastructure[/h2]

Next step is to put buildings on the level: bridges over big and small rivers, houses in the city hexes, and infrastructure: supply points/hubs, airfields, ports, and railway stations.

- The roads no longer look weird — we have bridges and houses.

[h2]Stage 7: Planting trees, flowers, stones and adding birds. Adding more visual polish[/h2]

Now it is time to give the nature some respect – we plant trees and flowers, throw stones, and raise birds.

- At this point, the work on the visual components is pretty much done.

It is high time to give some additional personalization to the level by putting different environmental features, such as destructible assets: wooden fences, statues, electric poles etc. We also add animated objects, using UE4 blueprints, such as: spinning windmills, spotlights, lighthouses etc.

We also add some of the iconic buildings and geographical features like Stonehenge, Kremlin, the Great Barrier Reef etc.

Last cosmetic part would be painting the river bottom with rocks and sea shallow water with seashells, adding clouds in the sky and putting a fog box around the map so that players cannot see “the edge of the world”.

[h2]Stage 8: Placing units and their equipment[/h2]

Now we have to place the enemy units on map, including fortifications, such as forts and minefields, giving them suitable equipment and vehicles. Then we will place the player-controlled non-core units.

- Units that are still without models are marked as question marks.

[h2]Stage 9: Writing mission scripts[/h2]

The last part would be writing scripts and finally testing it over and over again, until perfect balance is achieved.

- This is how the operation script files look like. It is the Saar offensive script.

At first we just test the scripts and fix obvious balance issues for a single scenario. At this stage the use of cheat codes is allowed to speed up the testing.

- The first tests of the operation.

As you can see, the player units have 99 strength. Also there is no localisation for mission names and no pictures for the units at the bottom of the screen. Some units don't even have a model and only have a placeholder “question mark” model instead.

[h2]Stage 10: Campaign playthrough — a more thorough testing of all operations[/h2]

At this stage several people on the team have to do a full campaign playthrough, testing all scenarios in a consecutive manner and without any unfair advantages — they play exactly as the players would, to gauge the difficulty and adjust all the rough edges. Of course having played Strategic Mind games a lot, they have a very good understanding of the game, so we have to take that into account when setting the turn limits and balancing enemy units.

- The UK campaign first full playthrough completed. Some of the awards pictures are still in development.

[h2]Closing words[/h2]

The process of map creation from the “Basic idea is created” to the “Game ready” stage usually takes about 2 weeks. Enormous maps such as the Battle of Moscow in SM: Blitzkrieg may take up to 4 weeks. Each map requires the work of at least 4 different specialists: narrative designer creating texts and concept, level designer creating visuals, technical level designer writing scripts and QA specialist looking for bugs.

[h3]P. S. [/h3]

Bonus screenshot: that’s how we test maps before our artists finished working on all the unit models.

- Just imagine how difficult it is to wage war while all your troops are just a bunch of marks with different stats, lying around across the battlefield.

Share your thoughts in the comments below!

If you want to support our efforts - wishlist and follow our upcoming title:

https://store.steampowered.com/app/1381850/Strategic_Mind_Fight_for_Freedom/



With best regards
Starni Games team

Save 80% on Panzer Strategy 🎁



The Lunar New Year Sale 2021 is now live and we have a great opportunity to pick up good games we missed during the Steam Winter Sale. Thanks to the Chinese traditions and Steam for this.

Treat yourself with another new year present - purchase the games you have eyed for quite some time and spend your weekend doing what you really enjoy - playing interesting games. We have made sure you have lots of content to play through, so you would not get bored: carry our operations, build your own strategy, command your troops, earn awards and promotions, and learn new HQ skills. The enemy does not sleep, even on holidays! So, make haste and save up to 80% on all our games till February 15, when The Lunar New Year Sale 2021 ends:

Save 80% on Panzer Strategy
https://store.steampowered.com/app/769950/Panzer_Strategy/

Save 20% on Strategic Mind: Spectre of Communism
https://store.steampowered.com/app/1341170/Strategic_Mind_Spectre_of_Communism/

Save 25% on Strategic Mind: Blitzkrieg
https://store.steampowered.com/app/1200330/Strategic_Mind_Blitzkrieg/

  • Save 40% on Strategic Mind: The Pacific:

https://store.steampowered.com/app/991810/Strategic_Mind_The_Pacific/

You can also get an additional 20% discount on top of those above if you purchase the bundle:

Strategic Mind Complete Collection

https://store.steampowered.com/bundle/16499/Strategic_Mind_Complete_Collection/

Happy Lunar New Year! 🐂🎄🎊

British tactical bombers



At the time when hundreds and thousands of war machines are in production every day, iron and steel can be more precious than gold. Then, the wooden de Havilland Mosquito comes in, and manages to outdo them.



Made of the non-strategic spruce and balsa, Mosquito multi-role aircrafts were highly praised by the British pilots and their German adversaries alike. They were good for reconnaissance flights, precision bombings, or interception, and their losses were the lowest among the RAF bombers - a testament to their speed and maneuverability.



Armed with four 20mm cannons and as many M1919 Brownings, Mosquito could combat aerial targets as well as ground ones.

[h2]Mosquito IV [/h2]
Mosquito IV was primarily a night bomber with a maximum speed of about 600 kph.



[h2]Mosquito VI[/h2]
Mosquito VI was the most mass-produced model of the war, a versatile aircraft with an improved engine and even higher speed as a result.



[h2]Mosquito IX[/h2]
Mosquito IX was a later model, even faster than its predecessors, and capable of carrying externally-fit 4000 lb “block-buster” bombs.



[h2]In the game[/h2]
The Mosquitos play the role of long-range bombers, with Mosquito VI being fighter-bomber — a bomber with high air combat capabilities, able to fend off the enemy fighters much better. They have 60 Fuel against the usual 40, allowing long-range raids against the enemy positions and rear supply areas.



👉 Support us by adding Strategic Mind: Fight for Freedom to your wishlist:

https://store.steampowered.com/app/1381850/Strategic_Mind_Fight_for_Freedom/

Watch the Developer's Gameplay #4: The Battle of the Coral Sea

[h2]🔴 Watch the Developer's Gameplay #4: The Battle of the Coral Sea | Strategic Mind: The Pacific[/h2]

[previewyoutube][/previewyoutube]
Hello, guys!

This is the fourth gameplay by our team and it features the Battle of the Coral Sea scenario from the Strategic Mind: The Pacific. This time we delve into the first game of the Strategic Mind series to see where it all began and discuss it with you. Playing the first titles of the series once again certainly brings a nostalgic feeling.

Do not forget to give us your feedback about the game in the comments on YouTube 😉. Leave your questions about gameplay or mechanics — we will record some short tutorials about the game mechanics that are especially tricky to understand.

[h2]About Developer’s gameplay series[/h2]
This is a Developer’s gameplay series by Starni Games. In these episodes the Lead game designer of the Strategic Mind series Oleksandr plays our games with the commentary, explaining the game mechanics and telling you more about the game development process.

👉 Watch all the episodes on YouTube.

🤝 Don't forget to support our upcoming project Strategic Mind: Fight for Freedom by adding it to wishlist:

https://store.steampowered.com/app/1381850/Strategic_Mind_Fight_for_Freedom/