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=ED= At Its Core - January 15, 2013

 
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1/15/2013 12:47:25   
Dimentic
Member

quote:



January 15, 2013
At Its Core

When Omega launches, every single action you can issue in battle, including Strike, gun, bazooka, all of your skills, all of your item special abilities, and well, everything is now handled by a 100% new "core-based" battle engine. Sound fancy? That's partly because it is. If you haven't heard, the 9500-lines-of-code-long battle engine that is the heart of EpicDuel has been rewritten for this release.



Why would we do such a crazy thing? The primary reason is for future expansion. For all of you loyal duelers out there, you know that it takes us a good while to create new skills and abilities in game, and we all know it's these new abilities and custom builds that are the most exciting. Omega will dramatically increase the rate at which we can generate new, well-balanced, exciting abilities.

The largest code change in Omega is the overhaul of the battle engine. So what's different about it? First, every battle action we create now has over 100 different variables available to manipulate in the database! This is an increase from only about 30 values previously. This means skills can have more unique effects, and we can recycle effects and functionality more easily than ever.

Think of this example, say we wanted to have 3 similarly functional, yet visually different abilities... maybe three skills that rain down damage on your enemy. Let's say we want one with a fire animation, one with water animation, and one that rains down a bunch of rabid monkeys. In the old engine we would need to write 3 completely separate skills. The fact that the skills were similar was previously irrelevant.

In the new engine, Omega allows us to define "rule sets" that can be applied to any action. These rules can now very easily be recycled and tweaked. So if Rule Set A defines an action that rains down damage, we can pair Rule Set A with Animation Set A, B, and C to create three different effects without creating loads of extra work.

This flexibility will mean more exciting battles every time!



This core functionality will also be applied to bots, meaning bots can be created more frequently. In fact, it will be possible to create bots with two active skills or two passive skills. Hopefully this could become a more modular system and allow you to add alternative cores to bots for different battle configurations!

Tags: Titan


Interesting stuff. Sounds quite basic, at least from a programmers view.

Tag, no tag-backs! ~Lectrix

< Message edited by Lectrix -- 1/15/2013 17:14:50 >


_____________________________

"Whatever the mind can conceive and believe, the mind can achieve."
Dimentica!
Epic  Post #: 1
1/15/2013 12:57:26   
Drianx
Member

Jaw dropped two times already.

First picture: what does the number in the Bunker Buster icon mean? It is not cooldown because the skill icon looks ready to be used.

Second: configurable bots. Will we see infernal laser on any bot now?
AQW Epic  Post #: 2
1/15/2013 13:05:21   
SouL Prisoner
Member

Most important question. Did they/r they going to nerf the gamma bot?? It has only 14 damage ?? One sec, is it 14 only ?? Or 16 ...


*See the pic in the DN *

_____________________________

AQ DF MQ AQW Epic  Post #: 3
1/15/2013 13:07:29   
roborapter1493
Member

@ Soul, its actually 12-16, they are gonna meet us halfway so 14 no more vage between 12 and 16, but a certain number (i guess).


_____________________________

DF  Post #: 4
1/15/2013 13:25:01   
ansh0
Member

Hah, no wonder it's taking so much time.

Keep goin' guys.

quote:

First picture: what does the number in the Bunker Buster icon mean? It is not cooldown because the skill icon looks ready to be used.


I think it means the level of the skill.

< Message edited by ansh0 -- 1/15/2013 13:26:50 >
Epic  Post #: 5
1/15/2013 13:26:31   
Dimentic
Member

Well, after all we will be getting more content more frequently. It's a win-win situation so this new battle engine is pretty much necessary.
Epic  Post #: 6
1/15/2013 13:37:02   
Nexus...
Member

Actually its a lose win...why don't people think before making statements like that lol

We have to wait 1.5 months = loss
Better game engine = win

Lose-win not win-win (unless you LOVEEEEEEEE waiting months past the announced released date) lol


Prophet
Epic  Post #: 7
1/15/2013 13:37:08   
Xendran
Member

And now you guys understand why i kept saying that the number of skill cores over time will become absolutely huge, making build copying both ineffective and difficult, and abolishing the use of formulaic strategy, and instead bring in strategy that requires you to properly react to what cores your opponent is using.
AQ DF Epic  Post #: 8
1/15/2013 13:51:57   
Dimentic
Member

@Nexus Lol? It's a win both for us, the players, and for them, the devs. New engine will allow them to add new stuff much easier and faster than now which ultimately is great for us.

< Message edited by Dimentic -- 1/15/2013 13:53:52 >
Epic  Post #: 9
1/15/2013 14:08:16   
rene196
Member

Wow this is akward.

Yesterday i was thinking that they should update the robot symbols for normal and special attacks for all bots.

It came true.

It all seems brilliant.
AQW Epic  Post #: 10
1/15/2013 14:56:24   
cristiancsbr
Member

Heck I think it will get much mass the game, like I've known a long time since 2010 I think and I'm really looking forward to this update!


If you have written something wrong is the fault of the translator

< Message edited by cristiancsbr -- 1/15/2013 14:58:16 >
Epic  Post #: 11
1/15/2013 15:00:35   
Blitzex/Sr. Zeph
Banned


^ Hah, google translator...

It looks good, good for us and good for them. Worth waiting?
Lets see how it goes first
Epic  Post #: 12
1/15/2013 15:29:20   
the final hour
Banned


Wow this is definately a step in the right direction keep it up!
Post #: 13
1/15/2013 15:47:13   
Lycan.
Member

quote:

This core functionality will also be applied to bots, meaning bots can be created more frequently. In fact, it will be possible to create bots with two active skills or two passive skills.


I hope this doesn't happen.
Everyone will be able to use the gamma special on their bots.
I think the gamma special should only be available if you have the gamma bot, same with the other bots.
Epic  Post #: 14
1/15/2013 15:50:21   
Stabilis
Member

Staff,

When you say "core-based" skills system, do you imply that normal skills have a limit to how many uses they are for? That is what I question when I see the number markers in the bottom-right corner of each skill.
AQ Epic  Post #: 15
1/15/2013 16:02:16   
Blitzex/Sr. Zeph
Banned


^ Im 90% sure those numbers are the skill lvl.
It is weird to see a lvl 3 bunker and lvl 4 berzerker, but its the only logical option.

@Lycan.
I think the IAs special with Gamma bot will be way worse then IA with Gamma bots special...
Gamma bot still has 2 more dmg.
Epic  Post #: 16
1/15/2013 16:07:35   
Stabilis
Member

It probably is the level, the other option would only make sense if energy costs were minimal or nonexistent.
AQ Epic  Post #: 17
1/15/2013 16:14:37   
Lycan.
Member

They should make seperate cores for bots.
I hope you cant use other bots specials, if you can everyone with Gamma Bot, Pyro Fly, Bio Borg etc. has wasted their Varium.
Epic  Post #: 18
1/15/2013 16:43:44   
Waxor9001
Member

This looks Epic.
Epic  Post #: 19
1/15/2013 16:53:38   
One Winged Angel1357
Member


My only worry is about HUD clutter with all the dashed squares. If in some later update, or with Omega's launch, we could toggle or just auto hide boxes we do not use that would be good
AQ DF AQW Epic  Post #: 20
1/15/2013 17:34:17   
Blaze The Aion Ender
Member

I thought this was going to announce that it would be ready for this Friday or the next

Regardless, I was also curious as to what the little numbers on the skills do, I just have no idea
AQ DF MQ AQW Epic  Post #: 21
1/15/2013 18:39:15   
Goony
Constructive!


The numbers are skill level indicators ;)
Epic  Post #: 22
1/15/2013 18:46:36   
Hun Kingq
Member

They have a lot more things to go over and the number in Bunker Buster is the amount of skill points used.

While the rest of you was pushing for information not related to battle I pushed for information that is related to battle and the skills.

What about the skill cores that was built already we need more information on those and about retraining weapons, will it cost every time we want to try a different skill core?

What about stat progression?

What about skill progression?

What about the skill energy usage?

The armor, since we could put any armor on defense, resistance or both, what will be the highest points we will get to deal with?

With the armor will the classes without passive armors get more points than the classes with passive armors to balance things out since the armors are key to your primary defense/resistance?

Thumbs up so far and I like the fact we will see new skills hopefully the rabid monkeys skill.
Epic  Post #: 23
1/15/2013 19:10:32   
Goony
Constructive!


Skill cores that were on weapons will be on those weapons in Omega, still being developed, but some will be rare and locked to a particular item. That means some existing skill cores will not be available in the skill core inventory to put onto other weapons. Rabblefroth is still crunching the numbers on pricing, but there will be a cost to place a skill core on an item and to replace the skill core.

Stat progression is likely to remain for launch of Omega it is on the "to be reviewed list"

Skill damage/progression is a balance issue and balance will be changed in Omega, at this stage it is also on the "to be reviewed list"

Energy usage hmm.... "to be reviewed list"

Armour has a maximum of 10 @ level 35 and will not be class based.

Bring on the rabid monkeys :p
Epic  Post #: 24
1/15/2013 19:44:03   
One Winged Angel1357
Member


*throws four rabid monkeys at Goony*

What you asked for rabid monkeys.

Glad to see a lot of things are on the watch list because changing it now could end unexpectedly
AQ DF AQW Epic  Post #: 25
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