=AQ3D= Design Notes August 14th, 2015: Undead Terror Awaits! (Full Version)

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Zyrain -> =AQ3D= Design Notes August 14th, 2015: Undead Terror Awaits! (8/15/2015 8:07:37)

quote:

[img]http://aq3d.com/images/avatars/avatar-cysero.jpg[/img]
Cysero
DOOM sock


Undead Terror Awaits!
By Cysero on Friday, August 14, 2015

DOOMWOOD IS HERE!
It's one of our all-time favorite zones from any of our games and it's been re-imagined by the AQ3D team. You can check it out by heading through Greenguard Cave straight through to the other side or you can just...

/join doomwoodforest


We have added a number of new swords for you in both Artix's Shop and as a drop from the Undead Terror. Watch the video above if you have trouble finding it.

[img]http://aq3d.com/media/1262/doomwood-swords.png[/img]

The Shop has...
  • The Doom Ripper
  • Skullduggery
  • Midas' Curse
  • Sworn Oath

    The Undead Terror drops...
  • Nightfall
  • The Dark Knight
  • The Wicked Joke
  • King's Ransom

    These are the hardest items to get in the game. The drops are around 2% and the Undead Terror is a real beast. It will take everything you've got to beat him and you will need help.

    If you'd rather grind quests than battle for drops, Artix has 2 new quests that each pay out 1000 gold each, to help you save up for the UBER expensive weapons in his shop. These are mostly for bragging rights, although the stats are pretty nice.

    If you're the explorey type, Doomwood Forest has a lot of great things to climb and a lot of areas where we have future quests planned so have fun looking around the new map and trying not to get Wolfganged (when a gang of Shadow Wolves gang up on you).

    There have also bee a number of back end changes, stability improvements and other things that you can't see but AQ3D is moving forward a breakneck speed! Thanks for helping us Alpha Test!

    Have a good weekend!

    OR ELSE!




  • LyRein -> RE: =AQ3D= Design Notes August 14th, 2015: Undead Terror Awaits! (8/15/2015 8:44:49)

    quote:

    or you can just...

    /join doomwoodforest


    Since you're sticking with this I'd like an explanation as to why there is a magical chat box in the world and how my character knows how to type in a world where computers don't exist. (don't pull the merge card on me, you've said this is a new timeline/world of it's own).

    Why are nearly all of the swords recolours under a different name?
    Just make a dye system with a few select colours (trim/base) where you can change the colours of SOME weapons, like common drops, starter items and basic shop stuff.

    Rares (in mind there won't be 100 rares a month), Seasonal, Showcase, Rare Drop Rate and Secret items shouldn't be colourable (or recolours either [:D])

    The amount of recolours is unnecessary.

    As for the doomwood area itself...

    No idea why the grass is so blue, it seriously isn't as... DOOM as in other games. I'd have preferred the pale/dark green, some Deadmoor style colours and theme and maybe some fog..




    Oliver Bell -> RE: =AQ3D= Design Notes August 14th, 2015: Undead Terror Awaits! (8/17/2015 1:30:06)

    "Just make a dye system with a few select colours (trim/base) where you can change the colours of SOME weapons, like common drops, starter items and basic shop stuff"

    They probably will at some point but this is Alpha testing, so it is not a priority. Based on how AQW Alpha and Beta testing went I would not expect such customisation until Beta at least, possibly even later. They release things like this to give players something to continue to aim for and test the new area. Personally I prefer a few recoloured swords and the focus remaining on developing the core mechanics and areas to them focussing on releasing new weapons or on a purely cosmetic colour customisation.

    EDIT: Just to clarify, I am almost certain that colour customisation did not come out for AQW armors until way past full release and that even things now taken for granted, such as the friends list, also came after the beta finished. Therefore, it seems likely that features like this will be given a similar level of priority in AQ3D.




    LyRein -> RE: =AQ3D= Design Notes August 14th, 2015: Undead Terror Awaits! (8/17/2015 11:11:07)

    @above

    I had something completely different in-mind, nothing like AQW's (which they'll probably use too, sadly)..

    The reason I suggested it is mostly my hatred to recolours.
    It's like getting a picture of a Mona Lisa andgiving the pic a blonde wig and bright red eyes and saying: This is my art assignment.

    Anyways, since open (emphasis on open) beta is due Winter this year (most likely will happen if they make Alpha this short, without separate stages like Alpha #1, #2 etc and skip closed beta), it's not really that too early.




    Tana Pyre -> RE: =AQ3D= Design Notes August 14th, 2015: Undead Terror Awaits! (8/17/2015 11:57:09)

    It would be great to farm for these swords IF players didn't purposely glitch out the Undead Terror all the time so nobody can have the swords except for them.

    IT's getting ridiculous and way out of hand.

    I've been on every day since the release and the boss is always glitched out and stuck in tress, and hillsides or the ribcage so he's unattackable.




    Space Robin -> RE: =AQ3D= Design Notes August 14th, 2015: Undead Terror Awaits! (8/18/2015 10:17:20)

    Oh. Wait. People purposely glitch Undead Terror? I got most of the swords the day they released Doomwood, but not the Dark Knight. Man, people are not great these days. I'm just going to farm gold now.




    Azan -> RE: =AQ3D= Design Notes August 14th, 2015: Undead Terror Awaits! (8/30/2015 16:14:24)

    A bit late, but I have just managed to find the time to explore the first area of Doomwood. It's fun enough! Well-designed and great to run around in. It's always good to see Artix.

    If I had one comment to make about the area, it would be that I do not find it... dark enough. I don't know, but I was expecting something more DF/AQ-esque where the undead forest is really dark and spooky. In comparison, AQ3D's Doomwood somehow looks like it's morning.

    But hey, minor comment apart, great job and I'll eagerly be awaiting for the next Doomwood areas!




    orc orc orc -> RE: =AQ3D= Design Notes August 14th, 2015: Undead Terror Awaits! (8/31/2015 11:26:54)

    Yeah, I do feel that the creepy factor isn't in the map. It doesn't necessary need to be all dark and grim to be spooky, but I guess all of the gloom is an iconic part of Doomwood. I'm not sure how it would be carried out, but I'd love if the map gives the player the vibe of being isolated, and with monsters popping out from nowhere. It'd be pretty cool, and I'm sure players would feel the urge to stick together. Maybe the choice of music could too bring chills down our spines. Dragonfable did a pretty solid job on that.




    LyRein -> RE: =AQ3D= Design Notes August 14th, 2015: Undead Terror Awaits! (8/31/2015 17:51:53)

    That's what i'm saying, this feels too bright for Doomwood, it's like... Brightwood *shudders*.

    Blue grass is commonly associated with tryhard spooky areas that end up being a joke or really magical places surrounded by snow (which is not the case in AQ3D).

    Paler, darker grass with a dim brightness on the map, occasional braziers with fire to light up darker areas.
    That's what I want.

    Sad I had to link a staff member to these forums so they could see it.




    orc orc orc -> RE: =AQ3D= Design Notes August 14th, 2015: Undead Terror Awaits! (8/31/2015 19:49:31)

    Seeing the current state of the game, any changes seem to be possible - they take both time and resources however. Since we're seeing new things beautifully crafted or revamped day by day, we can wait for Doomwood to be polished on and even expanded. I'd even want to see a fog effect or even a day-night transition to make the place more spectacular and dynamic. Most of these are probably won't be done after post beta, but it doesn't hurt to dream. We can at least expect changes to the color scheme plus a few more tweaks.




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