=AQ3D= Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (Full Version)

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Azan -> =AQ3D= Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/16/2015 14:35:16)

quote:

[image]http://www.aq3d.com/images/avatars/avatar-cysero.jpg[/image]
Cysero
Greenlit Sock


AQ3D was Greenlit on Steam
Cysero | Tuesday, December 15, 2015

AQ3D is STEAM APPROVED!

Yesterday was a VERY good day for us. In addition to the AQ3D Kickstater reaching its goal, AQ3D was also approved by STEAM GREENLIGHT!

Best. Day. Ever.

[image]http://www.aq3d.com/media/1462/greenlit_760.jpg[/image]

I probably don't need to tell you but we were jumping up and down as the Kickstarter ticked over the $200,000 mark, but about an hour later when STEAM approved us, we were going out of our minds! Now, we've calmed down. These are both amazingly good things for AQ3D and AE, but they also represent a LOT of work ahead of us.

Being Greenlit DOES NOT mean that AQ3D is on Steam yet.

Being Greenlit on Steam means that you and the Steam community have upvoted the project, made us the #4 most popular game on Greenlight, Steam took notice and has decided that AQ3D would be a good fit once we have a version of the game ready to distribute.

It means that, once AQ3D is ready, it WILL appear on Steam.

We are currently working in the Steam SDK and taking our first steps toward having a steam-ready version of AQ3D but even an early release version probably won't be ready until AT LEAST summer, same as the mobile beta releases.

Until then we will be keeping you updated on the development of the game on the AQ3D design notes.

Kickstarter Continues

[image]http://www.aq3d.com/media/1460/aq3d_kickstarter-funded.jpg[/image]

The Kickstarter is still going on! We have reached our goal but we will keep taking pledges until the campaign ends on January 1st. If you want to become a backer and Founder of AQ3D, you have until January 1st to make your pledge.

The Kickstarter has raised over $208,000 for AQ3D. These are the funds that we're going to use to MAKE the game for the next 6 months or so. We have a decent alpha which many of you are already testing but it has a long way to go to become the game of our dreams. Now, thanks to you, we have the funding to complete AQ3D. These funds will be allocated to development costs like software (more Unity5 licences and existing plugins and tools to help us build the game, etc), hardware (servers, etc), and paying the developers.

We won't see any of the Kickstarter funds until January 1st, when the Kickstarter ends, but we're still working hard on the game until we get the funding which you have provided.

Now that we are funded, we are over-funding and unlocking stretch goals. The first two stretch goals were reached in the first day and the more the Kickstarter earns for AQ3D, the more we are able to use those funds to develop the game further.

[image]http://www.aq3d.com/media/1463/stretchgoals-_final_250k_760.png[/image]

Failing to reach a stretch goal does NOT mean that item won't be in the game. For example, if we don't hit $300K there might still be pets in the game in some form in the distant future, but hitting the $300K stretch goal guarantees that pets WILL be in AQ3D and much sooner. The more funding the game gets, the more resources we have to make the game better.

If you were waiting until we were funded or Greenlit to back AQ3D then NOW is your time!

AQ3D Kickstarter LINK

This Is All You

I just want to remind you that YOU are the backers who are making AQ3D possible and YOU are the ones who made us the #4 game, out of thousands of games, on Steam Greenlight. We are in your debt, literally. We owe you a great game and we won't let you down.


Note: Sorry for posting this one day late. By the way, the third stretch goal (Daily Login Rewards) has been met![:)]

Tagged. ~Jorath




Wolfofdoom3 -> RE: =AQ3D= Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/16/2015 14:44:35)

I wonder have you guys thought about a new villain? If not I guess we could suggest something.I hope you guys reach at least 250K




Rezilia -> RE: =AQ3D= Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/16/2015 15:57:41)

Please, please let the main villain of AQ3D be attached to the element of Light and the heroes to the element of Darkness. :D

Can you imagine how awesome it would be if Artix took his role as Champion of Darkness to lead the heroes against villainous Light users? :D




LyRein -> RE: =AQ3D= Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/16/2015 17:28:56)

@above

Even better Artix stays a paladin but isn't afraid to use his Darkness powers and uses it commonly.

oh wait nvm it's not one-dimensional enough.

EDIT

Can we use the money to actually improve combat.
like seriously needs revamping.

as for daily dungeons
as long as they are challenging and not just spamskill-winloot




Evangel -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/16/2015 18:15:11)

Don't know why they would make a new villain. AQ3D is based on the original AQ and it is ripe with plenty of villains. I'm not saying it's a total 3D remake story-wise, but y'know.

Also, if they're sticking to basing the game off of AQ classic, there aren't even any Elemental Champions, at least they haven't been mentioned in AQ. There are, however, actual appearances from the Elemental Lords themselves, and there are Avatars of various aspects of the world, such as the Avatar of Death, VampireSlayer E. (And DragonFable established the Avatars of the Elemental Lords, physical representatives of their might on Lore.)

Personally, I would love it if they kicked off the first chunk of story content in AQ3D with remaking the first Fire War with Akriltoth.




Rezilia -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/16/2015 19:07:53)

quote:

I would love it if they kicked off the first chunk of story content in AQ3D with remaking the first Fire War with Akriltoth.


Please, no. Just...no.

That is the ONE THING that AE should never, ever bring back. Every single time they re-use that, they take over a year to get it finished. I'd rather have truly original content.




LyRein -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/16/2015 19:15:23)

Why would they design Battleon first if they planned on making the story start on the Fire Island?

It doesn't make sense anyways for the story to start in the fire war.




overdead -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 6:09:12)

Hmm.. Looks like this game will be big. Gotta get that foundership




David the Wanderer -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 7:43:36)

@LyRein: Fire Island? As far as I know, the Great Fire War was always happening around Battleon and Greenguard. I never heard of a place called Fire Island.

We should also keep in mind that since this game won't have weekly releases, the story proper might not start immediately.




Wolfofdoom3 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 8:00:17)

Well either way I hope the villain is interesting.Also did you guys see Artix's interview in onrpg (or something like that)




speedmeteor101 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 8:02:58)

Tbh I don't think they would resurrect a full sequenced like that.. The fire war was more crucial to the orb saga in DF. If Akriloth were to return, he'd probably have a small side-quest from a DF only Chapter 1 NPC where you fight Akriloth in a burning battleon and then at the end of the last cutscene you see "Play this full Adventure in DragonFable" *<-- DF is button and it would be used for more of advertisement. That's AE's kind of thing and would only be most logical. Now things like Carnax and the Gog, I believe were from their own side quests or quest-chains so it's easy to 'import' them and improve them as they enter AQ3D opposed to the fire war, being a focal point of DF's plot.

@above

Yeah I saw it. It was pretty interesting. Most of the stuff we knew already, though, it was ice hearing some of it in his point of view and seeing all that collective footage. I also noticed how he sort of addressed all of those distressed players giving the reason why they wouldn't release it so soon (although it has been stated on the forums already).

Yeah, it was pretty nice.




Wolfofdoom3 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 8:14:51)

Above:Good then, everything seems to be going well now.I don't have VERY high expectations for the game but it's nice to have something new to play on my spare time and who knows maybe the game will be really good.I mean imagine if we get inside the city on Karnax and we see the sky moving faster becouse he's moving.




LyRein -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 10:54:49)

@David

In AQ classic I had to travel to the Fire Island where there was a Fire War going on.




Azan -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 11:35:21)

quote:

I mean imagine if we get inside the city on Karnax and we see the sky moving faster becouse he's moving.

That's really an interesting idea. Just imagine if Carnax was coded to move around in his area (Talados maybe?) when he appears, so he's a moving city. It'd be awesome to actually wander into a big map to find him every time we wanted to go to Carnax's city.

I have to say, they could make something interesting with the Fire War. Maybe I'm thinking way too big here, but I'm throwing ideas: in an explorable 3D universe, wars could be moving, too: instead of having an area with mobs like in AQW, or a war wave quest like in AQ/DF, the invading army could actually move around the area where they're attacking. I'm imagining an undead legion around Battleon, actually trying to get in, and the game automatically makes more monsters appear when they are defeated, until the war is won. I've played Witcher III once, and (while I acknowledge that the two are not at all the same thing) I thought it was great how the soldiers from the two opposed factions moved around the map. I've even seen a patrol attacking a group of thieves. If the Fire War took place, I imagine the fire army making progress and the areas they invaded actually changing (scorched lands, villages burnt down, etc.). It'd make wars really heavy to create, but in terms of interactiveness they would just be amazing. (like I said, maybe I'm thinking way too big here. But hey, Alpha's the period where we can dream![;)])




Wolfofdoom3 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 11:57:29)

Yeah but again that will be a LOT of hard work.




Rezilia -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 11:59:52)

quote:

That's really an interesting idea. Just imagine if Carnax was coded to move around in his area (Talados maybe?) when he appears, so he's a moving city. It'd be awesome to actually wander into a big map to find him every time we wanted to go to Carnax's city.


No smartphones could handle that much Open World.




megakyle777 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 12:00:49)

Well, a major concern of mine is the size of areas. I mean they plan to make Carnax. Good so far. But we habb only seen tiny lttle areas this far, and Carnax is a living creature the size of a mountain. Which means for him to move about you need a place BIGGER than a mountain for hikm to stand on. And that place needs to be one area otherwise you got a crap ton of small areas around a Carnax and no movement from him. And you need to fill it with stuff so it's not empty. And that stuff needs to not get on the way of the GIANT DEATH CREATURE. And that's WITHOUT getting into the logistics of a city on his back which will move as he does. And THEN you need to do all this, while in one overall area, whith either no loading whatsoever, oir little loadinng for a large area. AND THEN make that work on mobiles. if they can make Carnax work, and do it to the expectation we are all expecting... I will be shocked.




speedmeteor101 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 12:21:28)

What they would most-likely do is have different zones (the smaller rooms) as you get closer to each limb and eventually one room on his head... and maybe when you defeat him, you get an option to go in the city on his back (they are planning to make it explorable) so these rooms would still be small. So it would not all be 1 big room but at different heights there would be different rooms... so less entities would have to load as you would only need the carnax model loaded and the environment.... that means in each room the monsters and other things that cause lag wouldn't really have to load from the other limbs' rooms and it would load with ease (kinda like the doomwood zones... you can still see the other 2 rooms in the background but there is nothing loaded there to give you lag)




LyRein -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 12:22:38)

First they tell me what's wrong about my bigger areas and exploration ideas

Now they plan to release Carnax AND the city?

ok.




speedmeteor101 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 12:29:00)

Yeah, they're just gonna break up those big areas into smaller zones




LyRein -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 12:44:49)

@above

it would just become a big mess then.




megakyle777 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 12:46:45)

But if they do that they'd need a LOT of smaller zones. Even if we just condense this to the bare minimum, they need:

A area to get to Carnax
A area to clib UP Carnax
The City

And the thing about that is, if it's big enough to fit a city on it's back, you either need to carve hat up into a thousand little parts to give the real feel, which as Lyrian says makes it one big mess, or make it a small area, which defeats the POINT of Carnax in the first place. No point in having a mountain sized monster if you can wallk around the city in less then a minuite.




LyRein -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 12:56:19)

@above

Also doesn't help that they're making Corvax now without even establishing the main hubs/cities.




speedmeteor101 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 13:49:01)

@LyRein Technically he has been planned, not made yet. These things are a list of wishes in the dev's bucket.

@mega kyle- And zones are small, but not that small... they do have room to take it one limb at a time and still fit a city on his back.... heck, they could even cheat using clouds or something.... Nevertheless it would work without cheating.... My guess is that there would be a full model with an animated Carnax and in the limb's zone you're in is the one that will fight. I think there will be 5 zones... legs arms and head.... the legs kick, sweep, and stomp, the arms grab, slash, and smash, and the face blows out stuff, (bites ?), and does something stupid like screaming.... considering only one part is moving per zone the environment around isn't limited, and the zones aren't that small, it would be fine.... then the city could just be 1 to 3 zones and everything would be fine.




LyRein -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 14:00:09)

@above

Battleon is hub
greenguard zones (2 i think)
the shops are shops so don't count as zones

that's 2 zones

Necropolis is hub
necropolis zones (like 3 i think)

that's 3 zones

Corvax is not a hub since his body is zones
5 zones for body
2-3 for city

that's 7-8 zones all together...




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