![]() ![]() Various things changed job wise because of Covid as both teaching and weddings are ‘in person’ jobs, and I ended up meeting a good friend, Jay, who reintroduced me to wargaming. I firmly decided that if this is how things end, then so be it. In the early days, nobody knew how serious it would be, and there were a lot of people very afraid. One thing that I will say now that will make sense later is that I made a very conscious decision not to live in fear. Vince: The critical point for me occurred during Covid. ![]() Grant: What motivated you to break into game design? What have you enjoyed most about the experience thus far? The rest of the time I am now moving into game design! I am also a wedding conductor, keeping me busy on weekends. I also enjoy cycling, hiking and the onsen (hot spring) culture in Japan. I teach English a couple of evenings a week, mostly to students who are looking to study abroad. Yoroshiku onegai itashimasu!! I am deeply interested in the connection between Japanese martial arts and Zen, and how a martial art can become a form of dynamic meditation. Vince: I live in Fukuoka, Japan and have been here for over 25 years. What are your hobbies? What’s your day job? Grant: First off Vince please tell us a little about yourself. Lee, you can check out the design on the Kickstarter campaign page at the following link: If you are interested in Field Commander: Robert E. He was and I am pleased to bring the following to our readers. So my interest was immediately sparked and I reached out to Vince ahead of the Kickstarter launch to see if he would be interested in an interview. I have played several of the games in the series including Field Commander: Alexander and Field Commander: Rommel and enjoyed them both. ![]() Through these online communications, I became aware of Vince’s first design called Field Commander: Robert E. Both he and I share an affinity for the designs of David Thompson and especially for the Valiant Defense Series. To see this content please enable targeting cookies.I have had various communications on social media with Vince Cooper over the past few years as he has embarked on a design odyssey for a few different wargames. They're planning to release AI War 2 into early access in May 2017, launching it properly in October 2017, then supporting it with patches and maybe DLC or expansions.įor more on where the game's going, check out this design document. They're hoping to hit more stretch goals through ongoing crowdfunding on BackerKit.Īrcen say they'll take a two-week break for the holidays and to wait while Kickstarter processes payments, and then they'll crack on. It ended at $97,205 (£79k), hitting stretch goals for new music, the return of the Spire, a new type of AI enemy stalking you, and ancient interplanetary megaweapons. The second Kickstarter had a lower goal, shooting for $50,000 (£41k) rather than the first's $300k (£243k), to reflect its smaller ambitions but the campaign did hit enough stretch goals to bosh in a few extra ideas. Given the first Kickstarter's failure and Arcen's recent troubles, I'd worried about both this game and the whole studio but thankfully all is looking up. The original AI War is a fascinating RTS - and one of Adam's favourites - with a wealth of options in a war against an AI overlord who's playing entirely differently to you. It's a Christmas miracle: AI War 2 has hits its crowdfunding goal on its second attempt, its wonderful creators Arcen Games will live to dev another day, and we've probably all learned a little about feelings or some other sappy nonsense I guess. ![]()
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