Blog


Q&A Session with Desert Fox Designer Mark Herman, Watch Now!

Posted on April 15th, by Brad in Blog, Gettysburg: The Tide Turns. No Comments

Live Q&A Session with Designer Mark Herman
Time & Place: Google Hangout OnAir, Thursday, April 17th at 4:00pm EDT

Head here to watch the broadcast:

 

Why is the map divided the way it is?
What are the space names based on?
Why were Flak guns added to Desert Fox?

You have questions, and we have the man with the answers. Join us Thursday as we sit down with designer Mark Herman to chat about Desert Fox: The Battle of El Alamein.

With every game in our Crisis in Command series, we attempt to capture the important elements of the historical situation while also creating a fun game. Much of this responsibility falls on the designer. Join us as we talk with Mark Herman about how he made this happen in Desert Fox.

 

About Mark Herman:

Mark Herman is a renowned historical strategy game designer and winner of three … Read More »

Share Button


5 Films to Get You Ready for Gettysburg: The Tide Turns

Posted on April 16th, by Brad in Blog, Gettysburg: The Tide Turns. 3 comments

Gettysburg: The Tide Turns captures the heart of the Civil War, immersing you as commander in one of the most important battles of the war. We are building a game that will be both strategic, fun, and thematic. We are still hard at work on development and look forward to getting the game in your hands as soon as we can. In the mean time, why not check out five films we recommend for getting in the American Civil War spirit. Have a film you love that we missed? Let us know in the comments.

1. Gettysburg

This Behemoth of a film captures this decisive battle of the American Civil War. Based on the novel The Killer Angels, it is a staggeringly large film, covering events surrounding the battle as well as the battle itself.
IMDB Link

2. Glory

In Glory, Rober Gould Shaw leads the American Civil War’s … Read More »

Share Button


Desert Fox: The Battle of El Alamein by the Numbers

Posted on April 10th, by Brad in Blog. No Comments

The Second Battle of El Alamein, as captured in Desert Fox: The Battle of El Alamein, was a turning point of World War II. This Allied victory opened the way to liberating North Africa, invading Italy and beyond. To understand the scope of this important battle, we present Desert Fox: The Battle of El Alamein by the numbers. (All info from Wikipedia.org, photos used with permission of US National Archive unless otherwise noted)

 116,000 Axis soldiers in the battle

 

195,000 Commonwealth soldiers in the battle

 

547 Axis tanks

 

1,029 Commonwealth tanks

 

30,542 Axis casualties

 

13,560 Commonwealth casualties

 

40 miles (64km) from El Alamein to the Qattara Depression

 

200 meters (220 yards) of mines cleared an hour with Polish Mine Detector

 

200 tanks in the 7th Armoured Division (the Desert Rats)

 

3,000,000 mines laid before the start of the battle

 

1,000 sorties made by the Desert Air Force on October 24th, 1942

 

Are … Read More »

Share Button


Development Diary: Desert Fox: The Battle of El Alamein

Posted on April 2nd, by Craig Moffitt in Blog. 1 Comment

Desert Fox: The Battle of El Alamein is my first experience as lead game developer here at Shenandoah Studio.   I started last fall as a game developer during the home stretch for Drive on Moscow, after a career leading applied research projects in the defense industry. The biggest difference for me as a lead developer was the ability to make an impact in areas of game design and art in addition to software architecture.

Longtime fans of the studio know that we’ve been designing an El Alamein game for quite some time.  The enduring design challenge has been to make a game that is exciting and interesting for both sides out of a historical campaign that ended in an overwhelming Commonwealth victory and included months of static trench warfare more reminiscent of World War I.

My first exposure to the design was … Read More »

Share Button


Development Diary: Tim and Travis Bid Farewell

Posted on March 28th, by Brad in Blog, Gettysburg: The Tide Turns. 2 comments

Tim Day and Travis Chandler have been working at Shenandoah Studio for the past six months and, later this week, will head back to Drexel University to continue their studies. In the past we’ve highlighted their work on Drive on Moscow and other projects.

For the past few months they have been focused on Gettysburg: The Tide Turns, contributing to the complex groundwork for the game. I sat down with them for a quick chat before they leave, focusing on their Gettysburg work and a their time at Shenandoah Studio.

Brad: Can you tell me a little bit about your specific role in the Gettysburg development?

Travis: 

When I first started working on Gettysburg, I was working on developing some basic tests to make sure the groundwork for the game was properly in place. Things like the functionality of moving units, and checking the amount … Read More »

Share Button


Desert Fox: Campaign Mode and Night Map Preview

Posted on March 27th, by Brad in Blog, El Alamein. 7 comments

As you may have seen on Pocket Tactics and Wargamer.com, we have released new details on Desert Fox: The Battle of El Alamein, diving into campaign mode and night maneuvers.

Combat After Hours

In Desert Fox, night maneuvers are key to victory, often turning the balance in your favor. Happening at after the day ends, they allow players to move infantry and recon units forward and even conduct battle. These moves allow you to set up advances for the following day.

Check out a video of the evolution of the Desert Fox map:

 

Desert Fox Campaign Mode

While maintaining many aspects of the Crisis in Command engine, Desert Fox: The Battle of El Alamein features an all new campaign mode. It covers a wide breadth of time, letting players decide when to defend or attack and, ultimately, control the final engagement.

Refit or Offensive?

Each week in … Read More »

Share Button


Panzers in the Sand: 9 Photos of Tanks from WW2 North Africa

Posted on March 18th, by Brad in Blog, El Alamein. No Comments

Desert Fox: The Battle of El Alamein captures a moment from the sweeping  North African campaign. It was a time of great growth in strategy especially in armored warfare. The photos below capture some of the vehicles used in these sweeping battles.

(All photos used with permission of the US National Archive, unless otherwise noted)

 

1. Commonwealth tank driver

2. A captured Matilda tank

 

3. Grant Tanks in the barren desert

 

4. Australian captured Italian M11/39s

 

5. An explosion near a Matilda tank

 

6. Silhouetted Panzer III

 

7. A captured Panzer IV

 

8. Sherman tanks on the attack

 

9. A Stuart “Honey” tank in the dust

Are you excited for Desert Fox: The Battle of El Alamein? Sign up for our newsletter for the latest updates.

Share Button


One Book On…Desert Fox

Posted on March 13th, by Jeff Dougherty in Blog. 1 Comment

In the world of military history, there are often enough books on a single topic to keep one busy for years. Many historians and fans spend their entire lives devoted to a single subject. We don’t all have that kind of time (or attention span), thus we present the One Book On… series. 

In each entry, Jeff Dougherty recommends one book on a subject that can act as a good first step and window in to a broader study. The series by design only offers one lens into a subject, but it’s a good start. We hope you enjoy One Book On.

Pendulum of War: The Three Battles of El Alamein
by Niall J. A. Barr

 

Finding my book to read for Desert Fox: The Battle of El Alamein was more difficult than I anticipated. The problem was that most books on the subject … Read More »

Share Button


Fuzz Testing Gettysburg: The Tide Turns

Posted on March 10th, by Brad in Blog, Gettysburg: The Tide Turns. 2 comments

As we mentioned in our last update, we are using MVC as our software development pattern for Gettysburg: The Tide Turns. Currently, we are focused on the Model and are trying to get all the game rules set and in place. Last time we explained how a command line interface has allowed us to interact with the Model and do testing. Today I want to introduce you to a new method we are using to test the Model: Fuzz testing.

Fuzz testing is the process of using randomized, automated input to test a software program. It is used to quickly root out exceptions or flaws in a system. Security systems use this method to ensure that they are entirely protected. We can use it in Gettysburg: The Tide Turns to look for edge cases in gameplay. The game rules along with … Read More »

Share Button


Desert Warfare! 7 Photos Depicting Unique Elements of Desert Conflict

Posted on March 4th, by Brad in Blog, El Alamein. No Comments

Desert Fox: The Battle of the El Alamein is coming this Spring from Shenandoah Studio. It depicts the battles surrounding El Alamein and captures the unique elements of desert warfare. Below are 7 archival photos that highlight some of these elements.

1. Barbed wire marking minefield gaps.

 

2. A mine detection device in action.

3. Maori Battalion haka prior to battle.

 

 

4. A Commonwealth demolitions expert.

5. An Axis soldier shielding himself from a dust storm.

6. A night barrage in the desert.

 

7. British tanks rolling across the open sand.

 

Are you excited for Desert Fox: The Battle of El Alamein? Sign up for our newsletter for the latest updates.

Share Button


The Art of the Desert

Posted on February 26th, by Pat Ward in El Alamein. 2 comments

From an art perspective, there were times when Desert Fox: The Battle of El Alamein felt like one test after another.

The first was whether the processes and templates I’d developed for Drive on Moscow would actually work, technically and artistically.

The Interface

After Battle of the Bulge‘s year or more of development and creation, my remit for Drive on Moscow was to have it done in, lets say, considerably less time, and future games less again. The only way to do that was to reuse as much as possible from game to game and, where change was necessary, minimise the impact. So, the interface was recreated from scratch in a generic black colour, and I generated templates for everything that required faction specific colouring so only minor colour tweaks needed to be made. All the HTML/CSS layout and creation I … Read More »

author:
Share Button


What’s in a Name? Desert Fox and App Marketing

Posted on February 20th, by Brad in Blog, El Alamein. 5 comments

You’ve heard a lot from me here on this blog, but rarely do I speak directly to what I do here at Shenandoah Studio. As our sole marketing person, my responsibilities cover all interactions with customers. My goal is to build a strong community while continuing to find new ways to usher new users into that community.

 

As you may remember, we originally pitched a game called El Alamein back in our 2012 Kickstarter for Battle of the Bulge. The battles fought in and around El Alamein shaped the course of World War II. It represented the first Allied victory and the start of chain reaction that would turn the tide of the war. We were (and are) excited to bring this important event to life on iOS.

At the time, El Alamein seemed like a great name, it told it like … Read More »

Share Button





BREAKING NEWS

Interview with Bruce Shelley, New Shenandoah Studio Advisor – Part 3

Last week, Brad and Wai Teng had the opportunity to chat with gaming legend, and the newest Shenandoah Studio advisor, Bruce Shelley. It’s great...

Interview with Bruce Shelley, New Shenandoah Studio Advisor – Part 2

Last week, Brad and Wai Teng had the opportunity to chat with gaming legend, and the newest Shenandoah Studio advisor, Bruce Shelley. It’s great...

Gettysburg: The Tide Turns – Design Diary #3: Movement

We continue our interview with Eric, this time he talks about movement and introduces the art direction. -Brad

So tell us more about movement.

To old...