Leveling-Up in Heroes of Might and Magic III (2008) [pdf]
cs.virginia.edu
cs.virginia.edu
Shameless plug: if anyone with C++ experience want to mess with almost complete Heroes 3 engine check our project: https://github.com/vcmi/vcmi
One question, why wasn't it built on top of Free Heroes 2? Though I suppose for the same reasons why some people preferred to work on ERA / WoG / HotA instead of rewriting engine from scratch.
Also, developing on fheroes2 is not necessarily easier. Our tech lets us mod the game almost as easily as if we had the original code.
Of course there are some very talented programmers who able to achieve almost anything, but it's nearly impossible to get external contributors into project like that and if main developers lose interest there usually no one to continue their work.
Here's one way to put it: the amount of programming work that has gone into fheroes2 is several times that of Ironfist. Because of our approach as a mod instead of a rewrite, in a lot of ways, we are far ahead of them.
Everyone wants a rewrite. Sometimes, you have to ask how many resources you have.
(On a different note, from my last few investigations, there's a lot that I don't like about the fheroes2 codebase which provide independent reasons for not using it. Rewrites are not created equal. Apologies to any fheroes2 devs reading this.)
Even in that case most of attempts to get something to playable state end up with nothing simply because there are rarely more than one expert who want to work on the same project.
With code created from scratch there is better chance someone else could continue the work if it's wasn't completed by original author.
Also any developer who join project after some initial stage could simply don't care about any limitations original game code had. Like I personally use H3 a lot as reference, but I never ever needed to go into IDA or check assembly listing.
I suppose you can have completely different view on that because you're expert, but for overall person who just starting to do C++ coding it's all looks extremely scary. Even now when I understand it's just require a lot of learning and motivation I simply can't justify do such investment.
I could be biased too, but for many contributors I knew (in open source games, not just VCMI) C++ programming is no more than hobby and if barrier to entry is too high they would likely never start contributing in the first place.
PS: If you ever going to have time and interest in checking VCMI feel free to jump to our slack! We always benefit from advice or two given.
(Hmmm, it would totally be cool to "visit" VCMI and see how you guys run things.)
And a lot of open source contributors are like that especially when it's come to games since there no one to pay for development. There are number of games that have very skilled people on team (VCMI has @alexvins), but usually they started with very basic things and learned along the way. As our project originator who still around, but no longer contributes said: when programmer get good enough he get a job and no longer have time for contributing. :-)
Another thing even is that gap in education quality is huge around the world. We have many people from Poland since H3 is very popular there and sadly even after computer science course their knowledges are much worse than mine and skill of practical development is none. Disclaimer: I don't have any education and situation usually much worse in Russia where I live.
Very surprised people enjoy this submission!
In either way if you have some free time you can jump to our slack (invite page link is on github) and help me fix it. Sadly we don't have any active developer with Mac and amount of testing I can do in VM is very limited.
Sounds interesting. I'll take a crack at fixing it after the 4th of July weekend's over
Always great to see a Virginia URL, as well!
Town portal was clearly put in there to patch the terrible expeirence of spending 2 hours to move a heroe across the map. But no reason for slow to be so imbalanced!