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=AQ3D= Design Notes September 25th, 2015 - Weekend AdventureQuest 3D Update!

 
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9/25/2015 19:05:02   
Azan
Member

quote:


Artix Krieger
Paladin


Weekend AdventureQuest 3D Update!
By Artix Krieger on Friday, September 25, 2015



This weekend update post is specially written for @RedBlueSky21 who nudged me on Twitter a few moments ago so I would not forget before I ran out of time today... give him a cheer and read on about Character Pages, Full screen, Zhoom, and the next update!

FULL SCREEN!

AdventureQuest 3D testers... please try out the Fullscreen game test page! Miko put this together for you today. It currently scales based on height, so if you shrink your browser to narrow things will start to overlap.

Character Page

We were really hoping to have the character page live for you by now, but there is a bug that keeps causing our browsers to crash horribly... which... is why we are not linking you to what we have working (or, not working) so far O_O. One feature... when it does work, it makes you blonde!



Zhoom

Zhoom is the lead programmer on AdventureQuest 3D. He has worked on every game with me since the original AdventureQuest. He was scheduled to be out of the lab this week for a medical reason. I am very grateful and pleased to share with you that he is doing great and will be back in the lab next week!

Next AQ3D Update & other things we are working on

We have been working on so many things, I am honestly not sure which of them will be going live in our next patch next week. The new inn and an attached mini-zone will go live for certain. We have new animations and our first full class, Warrior, which should be ready to rumble. Cysero posted a video of the warrior class skills on his Facebook page and a few people commented that they looked exactly like skills from a league of legends character. Which is funny... since none of us on the team play it. We looked it up and sure enough, two of the skills were very close! There is an interesting phenomenon going on in gaming now. There are a finite number of moves that the human body can make, and a finite number of ways to make them look cool... and a finite amount of colors to make motion trails with. Take for example, the Warriors jump two-handed slash. Our warrior jumps up in the air, arcing his back, and unleashes a deadly two handed strike. Sure enough, when we researched the league of legends character he did the exact same thing. Of course... if you go back several years before league of legends was made, and look at our game DragonFable... the DragonFable warrior does the EXACT same jump attack. But really, what you want the most likely source of this attack.... you would go back 2 more years from that to 2002 and look up the movie "Reign of Fire." There was a scene where a notable character jumps off a cliff with the exact same attack towards an incredibly huge dragon. He was then eaten. (Spoiler. And besides the point.) If you go back before that, there were a number of incredible early Japanese anime movies which also used that same movie. There is a long trail of inspiration sources for a lot of the animations that we use... we want to be as unique as possible, so as usual, we will likely change things as a result of the feedback. So when you do get to start playing with the new animations-- we hope you like them, and we also hope you give us lots of feedback so we can continue improving and changing them to be better!

Also coming in the next patch... combat SoundFX! We have some up on dev testing now, but they need a lot of work for timing. There is so much detail work that goes into combat. When you swing your weapon you want a good swing sound, different attacks cause different sounds when you actually hit the monster. Furthermore, if 30 people are in a raid attacking a single giant boss monster... you do not want to hear ALL their attacks... or your ears would explode. Also, if someone is fighting, you want to hear their attacks at the right volume to indicate distance, and with stereo positioning so you can tell where the sound came from if you are no looking directly at them.

Zhoom also coded a server selection screen-- although it will not display since there is only one development server.

Yergen & Llusion are working on the interior of buildings in town. We are also scheduled to move town around a little bit more accessible.

Xero is now working on his first Dragon for AdventureQuest 3D. He just finished modeling a few new monster variants including the new Trolluk DeathKnight which will be the boss right outside that giant evil tower in DoomWood.

Dage finished painting Alpha Knight armor which will be awarded to all testers at the end of the Alpha Phase along with a special badge. He is now working on the Guardian class. Which I still need to finish drafting skills for.

Cysero has been writing concept stories for the upcoming areas... in addition to conceptually designing the new 3D Guardian tower. he has been working with Rolith on the administrative tools to build quests. We have a pretty lengthy feature list of things we need to make in order to make really amazing quests. Right now, we have only the most basic quest models... but it is a good start.

Finally, a little update on our platforms! Right now, AdventureQuest 3D is available using the Unity 3D plugin (on Firefox and IE). Every time we do an update, we also update it for our (developer only) Apple and Android phones & tablets. When we finish the current phase and start Open Beta, we will release the mobile versions of the game to the app stores. (Exciting!) There will be a brief window of time were we focus on improving performance across the devices.... no testing prepares you for when 100K people download your app on gosh only knows how many different brands and models of devices! Then we will do a pretty major update to the game to prepare it to become a Windows 10 App (and maaaaaybe the Windows 10 phone). Along with this we should be able to have a downloadable version of the game for your PC & Mac. Those versions will get Oculus Rift support which is pretty easy from our end. By this time we should be talking about whether we all want to take a shot at getting AQ3D onto Steam. Being able to log into the exact same game and play with you friends from multiple devices is really exciting-- it is one of the things that is going to make this game a really unique 3D MMO.

If you are interested in getting involved in the production of this project... there will come a time when we need more digital artists to texture armors, 3D modelers, icon illustrators, writers, area/object constructors, and tons and tons of testers. If these are things you have skills in, please do feel free to post samples or your work and things you are passionate about doing.

Hope you enjoyed the update-- Oh! Also, this weekend we have a special quest in AdventureQuest Worlds for Upholders! Crazy that we have never done this before. Meanwhile, I will be working on on the new Artix.com most of tomorrow, so be sure to say hi on Twitter in between your questing.

QUESTION: Which of the following should be a higher priority? New Areas, Quest/Story, or Combat?


Tagged! ~Gingkage

< Message edited by Gingkage -- 9/25/2015 20:23:09 >
Post #: 1
9/25/2015 20:10:06   
kaziboca
Member

new areas/stories can always be made. if functionality like combat is ever put on the backburner it stays there
AQ DF AQW  Post #: 2
9/25/2015 22:04:04   
Lord Noonien Soong
Member

Probably combat first, and with Cysero writing stories (his writing is always good), the combat will enhance the experience of the story you're playing
DF  Post #: 3
9/26/2015 0:12:57   
Vypie
Member

Combat should be the priority: Function before form.
First, you should have a fleshed out, well developed gameplay (which is the most important part). You got to have a BASE to build the animations and visual effects (and such) on top of.

Once the gameplay/combat is perfected, then it is much easier to see how to make the visual stuff suit it the best.
Take your Key combat features, and think how to bring them out in the best way- how to make those features pop out.


If we do it backwards, we end up with a bunch of stuff that, while potentially cool, was made to suit a 'primitive' form of gameplay, ending up very limited should the gameplay evolve some more.
Imagine, if all the visual effects of attacks/animations/motion trails advance way faster than the combat, and the combat ends up changing, they might not fit those changes anymore and become outdated.

_______________

A very basic example would be Jumping in platform games:
First, you gotta get the momentum right (fixed or based on running speed), the distance and landing, the amount of control in mid-air, how fast the action is done and what actions the character can make during the jump, etc.
Only then you think what kind of animations would suit it the best. The take-off shouldn't be awkward. Is the jump instant or does the character show a pre-action (the wind up) before jumping?
Going up is different than going down, so the character shouldn't stay stiff during the jump. Make the mid-air poses look good for the type of jump the character does. The character shouldn't stretch out too much if the general jumps are going to be short or slow, for example.

If then the gameplay changes and now the character moves differently, all the visual components you did wont fit anymore. And you don't want to have to redo all the stuff.
Epic  Post #: 4
9/26/2015 0:25:52   
Gorillo Titan
Member

Am I the only person think we deserve big releases if this game only gets them once a month? Slow releases have been known to kill games just as much as broken games.
Post #: 5
9/26/2015 2:26:26   
Lord Noonien Soong
Member

^baby steps, my friend. This game is still in it's alpha stages of course, not even the whole population of AE is playing this, just the people who supported it. Some aren't even aware of this games existence yet
DF  Post #: 6
9/26/2015 6:34:07   
LyRein
Member

I hope AE do read these posts
Otherwise we'll end up like Order 1886.

Not too excited about features that don't improve gameplay.
Post #: 7
9/27/2015 14:27:04   
unknownaka
Member

I think that they really don't, alot of AQW devs haven't logged into the forums for a while.
quote:

Last Login 2/27/2015 15:11:18 (Artix)



< Message edited by unknownaka -- 9/27/2015 14:29:40 >
AQ DF MQ AQW  Post #: 8
9/27/2015 15:07:02   
Lord Noonien Soong
Member

^Just because they don't log in doesn't mean they don't look

it's like leaving a half eaten chocolate bar on a counter. It doesn't mean I'm not going to eat it, but regardless it's still there if I want to

< Message edited by Lord Noonien Soong -- 9/27/2015 15:08:36 >
DF  Post #: 9
9/27/2015 16:35:02   
LyRein
Member

@above

Overdate and Expire Dates on food though.

@unknownaka

Cysero isn't active either.
Two of the most important devs haven't logged on to the forums but have accounts.

They obviously had accounts for a reason, why would they make them if they wouldn't even log on?
If they stopped using their accounts then that obviously means they stopped going on the forums.
It only takes 2 minutes to type a post like mine, that isn't time that can stop you from your work.


< Message edited by LyRein -- 9/27/2015 16:38:40 >
Post #: 10
9/27/2015 16:36:23   
kaziboca
Member

lyrein you can read the forums without logging in. the only reason the major devs would have for logging in is to make an announcement or address an issue. both things of which they have representatives for
AQ DF AQW  Post #: 11
9/27/2015 16:38:30   
LyRein
Member

@above

Which they hardly do.
Announcements and addressing issues would be common in Alpha stages of a game.

I'd like to know who the AQ3D representatives are?
The ones that read our suggestions and feedback?
Post #: 12
9/27/2015 17:33:59   
Lord Noonien Soong
Member

quote:

Overdate and Expire Dates on food though.


ah yes, but I'm not going to leave a delicious candy bar sit there and rot when I threw good money and took the time to get it, that simply has no common sense and is just unhygienic
DF  Post #: 13
9/27/2015 18:45:46   
Evangel
Member

AE is a very community-oriented company. I'm sure plenty of the devs read the forums, and I'm sure there's at least one employee who's job heavily involves relaying the wishes, concerns, and feedback from the community to the devs.

_____________________________

AQ DF AQW  Post #: 14
9/27/2015 21:36:28   
Mritha
Legendary AdventureGuide!


@Evangel, You are exactly right!

AQW and DF are the games I'm most familiar with, and both have several high ranking staff members (the game leads included) that read and often post in their game boards. All of the games however have a liason that reads the forums consistently and relays important information/concerns/great ideas to the powers that be. There may not be a lot of dev postings in this board right now, but I can assure you, your posts ARE being read and considered. Other social media is read too, such as twitter and facebook.
DF MQ AQW  Post #: 15
9/28/2015 1:16:10   
Gorillo Titan
Member

I know when Nulgath was still an active AE artist he was having some kind of problem with his forum account that prevented him from logging on for over a year.
Post #: 16
9/28/2015 20:20:14   
SixPathsOfPain1
Member

What's going to go rare before the game releases? I don't want to miss out on aq3d's equivalent of beta berserker, alpha pirate, original starsword for example.
Post #: 17
9/28/2015 23:22:30   
Gorillo Titan
Member

Well Alpha pirate is founder only and im only guessing beta is also.

Nothing was said to be going rare but if you want you can get the 150k? sword that could go rare.
Post #: 18
9/29/2015 9:38:44   
Azan
Member

I think our accounts will be reset at either Open Beta or Live version, with the exception of our names. So I don't think we'll keep status symbols like the 150K Sword.

Edit: Quote fromthe AQ3D FAQ.

quote:

Q. Will my Alpha account get wiped/purged like the Tech Demo accounts?
Possibly, as the AQ3D Team wants all players to be able to start the full release of the game on equal footing. However, your character name is yours to keep!


< Message edited by Azan -- 9/29/2015 9:43:06 >
Post #: 19
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