
The scope of the project is to build an entire game loop, from the menu, to the multiplayer lobby (in Local Network), to ingame, to the recruitment and combat phase up until the end of the match. Recently “Dota Underlords”, “Teamfight Tactics” and “Hearthstone Battlegrounds” followed the trend. The genre was born with the Warcraft 3 mod named “Legion TD” and got popularized by “Dota Auto Chess”. Having several units of the same faction provides bonuses. Each unit has an ability and belongs to a faction. Players buy, sell and promote units that compose their army. In Auto-Battle games, players have to carefully place and compose their army on a chessboard and each round they automatically fight against other players’ armies. This means I’m going really fast and not necessarily taking the time to explain everything. * /!\ Despite what I’m saying in the first few videos this is not a tutorial series, this is a live development series. We have a lot of talented people here - we know if we work hard enough we can put out great games that we all can enjoy and be proud of.The entire development phase is recorded! There are already almost 100 videos (30+ hours) available!ĭevelopment is made using Blueprints only. We worked this hard because of Interplay. Through all of this we kept one theme in mind, “Never ever let the quality slip.” I have to admit we had a lot of fun story-boarding the combats even though most of that credit goes to Todd.

lt’s been one tough haul but we’re very proud of Battle Chess. It would have been much easier on me if we could have given away a hard disk and a 2MB RAM card with every game! I can remember Todd, Jay, Bruce and myself working weekends and long hours, without such luxuries as sleep, to meet deadlines like consumer shows and demos for overseas buyers, and then having to go home and promise our wives that it would be over soon. Needless to say, I knew there were going to be hard times ahead for all of us working on Battle Chess. Brian (Fargo) also informed me that I would have to put my program and 200k of digitized sound on the same disk. ' Do you have any idea what it’s like to have an artist hand you eight disks’ worth of animation data and your boss tells you that you have to pack it down to one? Well, that's what happened to me. TRIVIA – In sharing some insights into the development of BATTLE CHESS, lead coder Mike Quarles had this to say in 1988 at the time of release on the Amiga : by Interplay and distributed by EA, the game was licensed from Interplay for publication in Europe by Electronic Arts. Originally developed/marketed/published in the U.S. Game supports savegames, dial-up/null modem gameplay using two Amiga computers, and a quit back to WB option.

Coding by Michael Quarles, Jayesh Patel and Troy Worrell.
