Home  | Login  | Register  | Help  | Play 

=AQ3D= Design Notes December 28th, 2015 - 3 Days Left

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [AdventureQuest 3D] >> AdventureQuest 3D General Discussion >> =AQ3D= Design Notes December 28th, 2015 - 3 Days Left
Forum Login
Message << Older Topic   Newer Topic >>
12/28/2015 22:35:48   
Azan
Member

quote:


Cysero
3 Sock


3 Days Left
Cysero | Monday, December 28, 2015

3 Days Left!

There are LESS THAN 90 HOURS left in the AQ3D Kickstarter.



This holiday weekend was amazing! Support for AQ3D came pouring in from people around the world and this morning you guys managed to break the $300K mark! For those of you who have not become backers, the close of the Kickstarter is fast approaching and if you want any of those Kickstarter Exclusives, you only have a matter of hours until they are gone.

KICKSTARTER EXCLUSIVES:

1. Hero Starter Pack Sword and Cross-Game (AQW, AQ and DF) Swords (goes to all $10-and-Above backers)

2. Hero Starter Pack Cape and Cross-Game (AQW, AQ and DF) Back Items (goes to all $10-and-Above backers)

3. Kickstarter Title and AQ3D Character Page Badge (goes to all $10-and-Above backers)

4. Exclusive Guardian Armor Variant (goes to all $25-and-Above backers)

5. Epic Founder Sword (goes to all $50-and-Above backers)

6. Alpha Pirate CLASS (goes to all $60-and-Above backers)

7. Alpha Pirate Classic Black Armor (goes to all $60-and-Above backers)

8. Alpha Pirate Silver Trim Armor (goes to all $60-and-Above backers)

9. Alpha Pirate Captain's Hat (goes to all $60-and-Above backers)

10. Shadow Wolf Transformation travel form (goes to all $120-and-Above backers)



Remember, you get everything in your backer package PLUS you get everything from all the packages below your backer level!

Use Artix Points, PayPal and more!

Last week we introduced the Kickstarter Extension that allows you to become a backer by going through our system using Artix Points, Paypal and hundreds of other methods!

To find out how, READ THIS POST.

Kickstarter Totals!

As of the time of this post, these are the Kickstarter totals:

KICKSTARTER: $ 295,110

KICKSTARTER EXPANSION: $ 16,890

TOTAL: $ 312,000


That's right, you guys crushed the PETS Stretch Goal and unlocked what will probably be our final stretch goal.



As you can see there were some REALLY awesome (and very expensive) aspects to the game that were not unlocked. Now these items are on the developer wish list. Since they could not secure funding through the Kickstarter, it will depend entirely on getting funding through the game itself. There's no guarantee that these parts of the game will make it into AQ3D but they are ALL parts that we want and hope that we are given the chance to add.

However you guys WERE able to entirely fund Pets which means that we now have the funding to add this aspect to the game AND make it deeper than simple vanity pet that just follow you around and look cool. They might be able to join you in battle or even add stats to your character to make them stronger (increasing damage, dodge, the ability to find magic items, maybe even proccing special attacks). Maybe all of the above. All we know for sure is that we now have the funding to put the time and love into the pet aspect of the game and the chance to make it really fun!

Let's talk about Interactive World Effects.

This will allow give us the funding to do some REALLY cool stuff in the game. Dungeons with traps (maybe they can be disarmed by rogue characters?), Fire jets that burn you, acid clouds that tick away at your health, tar patches that slow your movement, ice patches that cause all KINDS of fun stuff, special combat effects that Boss Monsters can call during battle like blizzards that slow and hurt you, directional wind that slow you in one direction but speed you up in the opposite, sonic attacks that you can avoid by hiding behind environmental pieces... there's really a LOT that we could do with this which is only limited by our imagination and, of course, the funding to make it happen.

History in the making

We've never done a Kickstarter. We've never made a 3D game. We've never made a game with this much cross platform connectivity (and who would? It's nuts to even attempt). Those of you who have chosen to back us and see what we can do are really making history not just for us but in the gaming world! We're trying a LOT of things that nobody ever has before!

I know that $300,000 is a LOT of money but it's PEANUTS for a game budget, especially a game of this scope. A game this size SHOULD have a budget of at least $2 million, and we are trying it with about 1/6th of that and a staff about 1/6th the size we should have, which is like trying to build a working Saturn V rocket out of bits and bobs you found around a used appliance repair shop and a YouTube tutorial on homemade fireworks. The thing is... we can do it. We've built great games before with skeleton crews while WAY underfunded. We've actually gotten pretty good at it.

I want to say thanks to everyone who has gotten us this far. If you haven't become a backer yet, now is the time to become a part of the history we're making together. You're looking at the final hours. It's now... or never.


Tagged. ~Rickyb20

< Message edited by Azan -- 1/1/2016 14:02:42 >
Post #: 1
12/28/2015 23:26:13   
megakyle777
Member

quote:

Let's talk about Interactive World Effects.

This will allow give us the funding to do some REALLY cool stuff in the game. Dungeons with traps (maybe they can be disarmed by rogue characters?), Fire jets that burn you, acid clouds that tick away at your health, tar patches that slow your movement, ice patches that cause all KINDS of fun stuff, special combat effects that Boss Monsters can call during battle like blizzards that slow and hurt you, directional wind that slow you in one direction but speed you up in the opposite, sonic attacks that you can avoid by hiding behind environmental pieces... there's really a LOT that we could do with this which is only limited by our imagination and, of course, the funding to make it happen.


I really want this. Like a LOT. This+Reason to explore=me happy.
DF  Post #: 2
12/29/2015 0:15:44   
speedmeteor101
Member

We're over 320k, so we should make it to 330k. I reaally hope so at least. Cuz this NEEDZ to happen for this game. Of all the stretch goals, I feel that this may be the most important.
AQ DF MQ AQW Epic  Post #: 3
12/29/2015 0:16:50   
RKC
Member

I hope we get to the final stretch goa cuz it will a shame we are sooo close
AQ DF MQ Epic  Post #: 4
12/29/2015 2:37:38   
overdead
Member

Aww.. I wish they prioritized the mounts. I'm guessing it'll take more than a year before that happens. If it happens at all. :/
AQ AQW Epic  Post #: 5
12/29/2015 2:56:37   
megakyle777
Member

Call me crazy, but I'd rather have Interactive World Effects then Mounts. Maybe I'm selfish due to backing the Shadow Wolf pack, but the way I see it I'd like to have all the stuff in that post more.
DF  Post #: 6
12/29/2015 8:27:16   
afterlifex
Legend-X


Mounts..bah..they just serve to use resources up for some "flash". At worst it's shiny movement speed & at best extra stats.

I detest seeing everyone in a game on a mount.
"Look at me I am on a horse!"
"So is everyone else that reached lvl 10. "

Additional game mechanics like environment at least adds to game play.

< Message edited by afterlifex -- 12/29/2015 10:51:45 >
AQ DF MQ AQW Epic  Post #: 7
12/29/2015 10:12:29   
LyRein
Member

If everyone chooses to have mounts over environment first
we riot!
Post #: 8
12/29/2015 10:25:04   
Wolfofdoom3
Member

I agree environments and game mechanics first but we all know that if AE makes mounts they are gonna be crazy.

< Message edited by Wolfofdoom3 -- 12/29/2015 10:26:26 >
Post #: 9
12/29/2015 10:37:53   
DarkLore
Member

I'm sure everyone at least hopes they don't pull a Wizard101 with mounts! *Shivers* They all cost crowns in that game! Plus the ones you can get otherwise are on timers! LOL! Yeah... Not really funny honestly...
AQ DF MQ AQW Epic  Post #: 10
12/29/2015 10:56:14   
afterlifex
Legend-X


Pets are something that could be good, torchlight did a great job with pets.

Use items (potions, items with buffs etc.)
Support/Combat (could use player spells etc.)
Item pick up
Pack space
Item farrier (go sell items at town)
Roll assignment (could switch between passive, aggressive & so on)


That is what all pets aspire to be in a game.

edit: I wish we could see the paypal & AP total as well but with KS at 314.3k and at least:

quote:

KICKSTARTER EXPANSION: $ 16,890
from above.

I would say environment effects was reached.

< Message edited by afterlifex -- 12/29/2015 11:18:52 >
AQ DF MQ AQW Epic  Post #: 11
12/29/2015 11:31:33   
megakyle777
Member

quote:

edit: I wish we could see the paypal & AP total as well but with KS at 314.3k and at least:

KICKSTARTER EXPANSION: $ 16,890

from above, I would say environment effects was reached.


TIME TO PARTY!
I'll provide some music.

Unless another one is added.
DF  Post #: 12
12/29/2015 21:05:43   
overdead
Member

Calm yo panties bruhs. Environmental effects just cause lag IMO. Oh well. Can't be helped.

< Message edited by overdead -- 12/29/2015 21:06:22 >
AQ AQW Epic  Post #: 13
12/29/2015 21:36:04   
speedmeteor101
Member

They may, or they may not, in this game. AE is developing this especially for lower-end mobiles. So PC should have veerrry little lag if any. Normals probably not much at all. And the lower end mobiles get a reasonable amount, I'd presume.
AQ DF MQ AQW Epic  Post #: 14
12/29/2015 23:32:14   
overdead
Member

There is one aspect of it that I like though. It was hinted by Cysero that some kind of trap may be disarmed by rogues. I like it because it's class specific, something that promotes interaction or group play.

For example, maybe a boulder blocking the path can only be crushed by warriors or a spell block can only be unblocked by mages. While anyone can change classes (which might be the only option once the place loses popularity), people will be enticed to group together and assign roles to each member to finish a dungeon.
AQ AQW Epic  Post #: 15
12/29/2015 23:51:11   
speedmeteor101
Member

They can't just "force" players to buy a class for a dungeon (or can they?). Lemme explain my thought process, here. Imagine we have dungeons and each room requires each character or party to defeat all the monsters in the room (or since this is an mmo a certain amount of monsters) to allow you to move on the the next portion of the dungeon [like a really long cave divided into 20 small parts and 5 monsters at once spawn max in a part and you have to kill five to unlock the next of the 20 parts] (idk if they'd do it that way but it seems logical enough, i guess). maybe a dungeon has forty portions and there's a short-cut boulder that could cut it down to thirty. Only someone with a warrior class can damage the boulder and then that boulder is gone for 10 seconds before another rolls in for the 'public,' but for the player/party it's open the whole time you're in that dungeon.

So basically I see it as being more of a short-cut for a really long dungeon. But it would also be interesting if there were multiple paths in a dungeon that branched off into different shortcuts where the luck of the one you choose decides the class required to create the short-cut. Or maybe a randomly-generated dungeon where the next room is different for every player/party. Idk, i'm getting lost :P But you know what I mean, right?
AQ DF MQ AQW Epic  Post #: 16
12/30/2015 0:05:02   
overdead
Member

Woah. I like your idea better. Some shortcut for the party instead of the environmental barriers being the only path. That way, people WILL form or join parties maybe in the dungeon lobby. Or they can just schedule a raid with their guild and then assign roles.
AQ AQW Epic  Post #: 17
12/30/2015 0:18:48   
Anvos
Member

The way I see it is class based disarming likely isn't meant to be like you need x class or fail the dungeon or get auto killed. The way I see it is class(or maybe archetype) based disarms would be more about making the dungeon or zone easier to proceed through say a rogue could disarm pressure plates and traps that you would elsewise have to navigate around or take damage, mages could say dispel warding/damage glyphs and blow away poison/miasma clouds you would elsewise take dot moving through, warriors obviously would do the breaking stuff route and be resistant to movement impairment effects. Also they could also do things like hiding bonus rewards/chests or optional challenge fights behind class disarms.

More interesting might be if they decide/figure out how to do boss based power abilities where somebody could say channel a disarm/parry/disjunct a boss's power attack or traps they can lay down so the rest of the team can focus on the fight instead of having to dodge.

< Message edited by Anvos -- 12/30/2015 0:20:22 >
AQ DF MQ  Post #: 18
12/30/2015 1:18:29   
speedmeteor101
Member

Haha, anvos. Again we're on the same page, but you're a ton more specific. Which is good, I'm with you on that! I think the base idea is to take a simple task such as completing a dungeon, navigating through a certain dungeon, completing an obstacle course [it'd be cool if rogues and ninjas gravitated towards certain obstacles/landings as they jump]. And that last idea about environment affecting the boss' abilities is awesome.

Random things popping in my head that probably don't matter:

1. A room where the main path is swarmed with monsters and you have 3 options: 1. take a nearly impossible obstacle course out alone; 2. Run through the monsters and hope you have enough hp to make it through; 3. do a slightly easier, but not easy obstacle course to reach a lever that will set off a trap that makes all monsters fall from the main path which will remain clear for 30 seconds

2. A cutscene that changes based on your class('s archetype) and has a class-specific interactive portion [like warrior jump from cliff to cliff to deliver a kill strike, rogue flipping off of boxes and dodging attacks, mage having to aim and shoot at charging creatures and run to doge their ranged attacks] (and like all dat is based off of timing if you are supposed to swipe-left/press-'a,' press space-bar and press a button at a certain time (to jump-strike or dodge in a certain direction)

3. a hidden button to make an impossible boss (become more realistic)

meh, ima stop. They're basically EVEN more specific versions of Anvos well, hey, that means that those ideas had to be good in at least some way
AQ DF MQ AQW Epic  Post #: 19
12/30/2015 1:46:37   
megakyle777
Member

Just saying, if ninjas can run on walls and over water ninja style due to this, game of the year.
DF  Post #: 20
12/30/2015 2:17:47   
speedmeteor101
Member

HA! A ninja dojo dungeon where there are pirate-only traps and Ninjas get wall-running. I'm pretty sure that's interactive enough.
AQ DF MQ AQW Epic  Post #: 21
12/30/2015 4:22:43   
Wolfofdoom3
Member

Or maybe you have to dodge the traps but if you have a class that can disarm the traps it becomes easier.
Post #: 22
12/30/2015 8:47:24   
LyRein
Member

i think by rogue he meant any class that's related to rogue, not just rogue.

tho if he meant actual rogue then they should really add an in combat class-changing mechanic.

@speed

ur idea is basically DF, but in 3D and for mobile would it really work, mobile would have to generate all these areas and traps and paths, keep them saved in-case you want to go back etc and it would get really laggy.

plus i'm pretty sure everyone will choose the easy way.
Post #: 23
12/30/2015 12:23:00   
speedmeteor101
Member

@LyRein

Yes, my ideas are basically DF, now that I think about it, and it makes sense, i feel. I loved the game and personally I liked how every quest was a dungeon and you were forced to fight every monster in your path [let's emphasize path here]. That way it's a real dungeon and you can't just run though everything because every monster only taps you and walks away. So if the dungeon functioned just as it did in DF, then you'd think there'd be lag. Well it's probably not this simple, but the way I'd imagine it is, it's different for each player, kinda like how quests are: unlocked and completed at different time for each player. And with this new $moula$ i'd say it's way more possible than before. So if you tried to disarms it you get a message saying "you or your party member needs to be a rogue to disarm this trap." or something like that. Then once you leave the room/part of the dungeon the trap resets for you only. Basically what I'm saying is, it might not be as laggy because it doesn't affect everyone, it just affects individual players.

And the way to address lag would be, once you move out of that little portion (the parts in the dungeon that i described above), the trap or short-cut resets.

For the first point where you were addressing someone else, I feel that it would be better if this stuff would be class-specific rather than done by archetype as that would make choosing the easy path too easy.
AQ DF MQ AQW Epic  Post #: 24
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [AdventureQuest 3D] >> AdventureQuest 3D General Discussion >> =AQ3D= Design Notes December 28th, 2015 - 3 Days Left
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition