Q: Can you introduce our readers to Arthic Online?
Arthic is a flash multiplayer game based on science fiction story line. Due to great graphics and gameplay it seem to start new era in browser games. Thanks to community system Arthic is becoming one of the best of kind. We think that is why we get nominations in several categories in Browser Game of Year contest.
Q: How many people worked on this title, and how long did it take?
The beginnings of Arthic were very though. There were 3 people on start
and project has been terminated for few months. In September we have
gathered 10 people crew and we ve code game in 4 months and till this day we are still working on improvements.
Q: Please tell us about the background story
The action take place on the planet named Arthic - a place where all warriors come to fight for their fame and
fortune. Those great team-fights are taking place in different parts of
planet. Every winning team climb up in the hierarchy of the best
Q: What are the main objectives of the game?
Player has to defeat opponents. This simple rule is the core of game.
Of course there is also advanced RPG system, team play mode. Beside this sodigital goes into community games so you can find this aspect there as well.
Q: Tell us a bit about the game modes and characters available in the game
Arthic has two game modes. First one is QuickGame, available without
registration. The second one is FullGame. In this mode player is able to
save all his achievements.
There are 4 characters:
- Marine: human forces with basic weapons: Machine gun, Grande
- Guarg: extra terrestrial conquerors with incredible shields
- Ninva: galaxy amazons, silent and dangerous
- Kegar: huge, strong creatures that were Guargs slaves
Q: Let's say I am completely new to Arthic. What are the steps I should
follow to start playing?
Well good idea will be to read support or quick help tab. You will find
there all needed info.
For starting you will need to log in. Then you can create a team or join one that already exist and
you are ready to fight. In case of problems you can chat with other players with a feature rich very chat system.
Q: What are the basic requirements to play Arthic?
A computer with Internet connection and a lot of free time. Some people
spend 8 hours per day playing. Oh and don't forget about Flash Player 9 plugin...
Q: Can you tell us a bit about your background? When did you start
developing games? What were the first projects?
Sodigital has started as a small company in 2003. On beginning we were
working for international creative agencies with status of AS experts.
Very soon we have realized that creating web sites wasn't exactly what we
wanted to do. We have started to thinking about making our dreams which
was game development. In 2007 we had some small budget for creating our
first project: Arthic.
Q: Can you name one or more games that influenced you the most for this
Scorch and Worms. We've tried to pimp those old school games.
Q: Was Arthic developed in Actionscript 3? If so what were the
advantages that you have found over AS 2.0
Arthic was developed in Actionscript 3.0. First version was written in
AS 2.0, but we decided to re-write it from the beginning. The first
reason was obvious: AS 3.0 is modern, fully object-oriented
language, with well designed libraries. It's easier to have a nice,
clean and flexible code. They did very well with migration, each method
is where it should be. Also the new event system is now a very good tool
compared to the previous version.
And the last but not least, we predicted that AS 3.0 would have been more
efficient than AS 2.0. We could push our ideas a bit further (for
example physics in game) that we could before.
Q: As the Flash IDE evolves its internal editor becomes a pain to use,
any recommendations for an external editor?
Each of us uses editor of his own choice. We work on two screens and
that's what we recommend :) On one screen we have Flash (in most of time
used only as compiler), and on the second one we have the editor. We use
UltraEdit or Vim, but we recommend anything that has ActionScript 3.0
syntax highlighting :).
Q: The main game window has an impressive size, what optimizations did
you use to keep everything smooth?
The main emphasis in optimization we have put in the physics engine,
where the huge amount of data is being computed, so this is the place
where we can gain the most. We use several techniques to make collision detection
as efficient as possible. Also each object is placed on
the board in individual DisplayObject instances. Then we can just update
it's position and rotation, which is faster than drawing everything in
Q: What were the most challenging phases during the development?
The most challenging phase was probably balance of characters, so that
each of them would be equal to others :) And about programming
probably network communication and good synchronization of data, which
is needed in the game and on the page as well. Although the game is turn
based, we have solutions that allow us to send data to others more in