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

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Cysero -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 14:00:28)

First, it's very important to understand that we may not even have Carnax. This is not a rehashing of old AQ, DF or AQW stories. So, IF we end up doing Carnax it might take a different form. Hopefully it will differ at least a little because I never found a head of cabbage with chintacles very threatening. Obviously it couldn't be too different if we want to remain true to the spirit of the original, but we're updating stuff. Could be one of the other Carnaxes that were hinted at in AQ lore. Expect changes.

With that in mind, it's a very popular quest chain from AQ classic and we would LOVE to do our take on it. Because of the current limitations of developing for mobile, building a large city would indeed need to be divided into different smaller digestible sections, but it's not like each section couldn't be a comfortably large and explorable section. Neighborhoods, essentially, the way real cities are. The Great Market, the Highborn hills, the Slums of Stone, the Crystal Temple, a sewer system woven into the blood vessels on its back, etc. Just pulling stuff out of the air, but as the lead writer for AQ3D that's kind of my thing.

As to actually fighting Carnax... that presents a challenge, but not an impossible challenge. There are options and tricks that can be used to present a convincing battle against something that large in 3D that we've never gotten to use before.

-C




LyRein -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 14:11:19)

delete button not showing [:(]




megakyle777 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 14:25:05)

Cysero: First of all, thanks for answering. It's very much apprecaited (: Second. Good to know. While we are on the topic of areas, can you tell us how big you reckon you guys can make them? I know there will be exploration based acheivements (How will that work too?) but to me it feels not so great if you just get them from going from map part to map part. I'd like to, you know, explore and have reason to explore. Maybe get something nice for discovering new areas in areas, like a nice view, a bit of gold/xp or a small reward or something.

Plus, I was thinking more on how something like Carnax would work from the grond and the like, rather than the city on it's back. I mean it's a living monster the size of a mountain and it would be hard to do that fro the ground and approach it since there are many issues like for one needing a lot of space.

In lighter news, love the sewer system idea for said city. [:D]




speedmeteor101 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 14:27:37)

Hey Cysero.... you could make up that way for multiplayer players to fight that large thing... then have a single-player/ party TITAN BATTLE!!!! Mostly kidding, but thanx for your reply! What I took from it was that it clears up that this isn't even planned yet and won't be very similar to the other one and (i guess in response to LyRein and megakyle) shows that it won't be a continuation of mix-matched version of other games' stuff. So yeah, glad to know that you guys do visit the forums enough and are watching over everything [:D]




Frost Moglin -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 14:34:29)

quote:

Maybe get something nice for discovering new areas in areas, like a nice view, a bit of gold/xp or a small reward or something.

This would be amazing. Maybe even some small quests or treasures just off from any main paths, possibly hidden and not shown at the map. I absolutely love the stuff around the paths between towns in Dragonfable, and having that in a 3D game sounds like it could work well.




Cysero -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 14:34:58)

The bigger an area is, naturally the more difficult it is. Think of it as a bit like a glass of water with ice cubes as monsters. You can have more water at the expense of fewer ice cubes or vice versa but there is only so much volume that the glass can hold. The solution is, of course, get a bigger glass. In this metaphor the size of the glass is restricted by the low end mobile devices. We can have a VAST area like three times the size of Greenguard (currently called Greenguard North), but only a handful of monsters or vice versa (like the Shatterskull Bridge which you'll see as the Alpha progresses, which is a very small map but has a ton of monsters all tightly packed onto the bridge). So that is one of our current limitations to the size of areas.

As to exploration, i want this BADLY. Exploring is something I always do even when it's pointless. I was the guy who spent an hour finding the one place I could jump off of Teldrassil into the ocean, just because I could. Right now the alpha has none of it but it's something that Llussion (our environmental artist) and I are planning on. Nooks with a campfire and an adventurer's journal that starts a totally optional side quest with a cool reward or a few hard to reach areas and if you reach all of them within an area, you get a chievo on your character page and a handful of gold or a new crafting recipe. Along those lines.

-C




Wolfofdoom3 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 14:35:07)

WOW WOW WOW WOW!That gives me an idea speed.What if we do ride a dragon while fighting him and the dragon will be the size of his head!It will be like a human fighting a dragon!So no need to divide when fighting him...But yeah besides that the city needs to be divided.




speedmeteor101 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 14:38:56)

Same. Maybe a couple of NPC's hiding in nearly impossible-to-reach places and shops, like that one hidden in a random tree in DF... yeah please do bring that back . EDIT I saw frost moglin's as i was typing but others replied so quickly that it got pushed back




Wolfofdoom3 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 14:41:06)

Was there a NPC hiding in a tree..?Well did not see it.I don't know what to suggest anymore...give me suggestions about suggestions please.




megakyle777 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 14:42:19)

quote:

As to exploration, I want this BADLY. Exploring is something I always do even when it's pointless. I was the guy who spent an hour finding the one place I could jump off of Teldrassil into the ocean, just because I could. Right now the alpha has none of it but it's something that Llussion (our environmental artist) and I are planning on. Nooks with a campfire and an adventurer's journal that starts a totally optional side quest with a cool reward or a few hard to reach areas and if you reach all of them within an area, you get a chievo on your character page and a handful of gold or a new crafting recipe. Along those lines.


This news makes me happy and I'm glad to know we are on the same page on this.[:D]

Also, thanks for the answer on landmass. Although I have to ask (due to wanting to fight Carnax now XD ): in theroy, if Carnax was the only monster (Due to say him making it a barran wasteland or something) could you have both a large monster and a large area? I'm just theorising here.




Cysero -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 14:47:45)


quote:

ORIGINAL: megakyle777
...in theroy, if Carnax was the only monster (Due to say him making it a barran wasteland or something) could you have both a large monster and a large area? I'm just theorising here.


Depends largely on the size of both. To have a mountain sized creature we'd have to make a skybox something like 200 times larger than we currently have just to fit him in it. That wouldn't work.

-C




speedmeteor101 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 14:53:31)

I guess you could use cloud layers which would hide parts of him allowing you to load each level. Then you climb up according to the skyblocks and cloud levels

side tracking [ignore] : then for possible titan battles would you just shrink the models? (I guess you may not even be thinking about this. I understand :') they still are cool tho )




LyRein -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 15:25:20)

@above

Why would we have titan battles in a game that is not meant to be DF (No DragonLord Heroes), AQ (No DF crossover to fight World-Destroyer), AQW (No EDoT Hero) or MQ (No Mecha).




Wolfofdoom3 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 15:33:35)

^Why would we not?A lil bit of everything.Like mecha battles!lol




Rezilia -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 15:49:52)

quote:

This is not a rehashing of old AQ, DF or AQW stories.


Thank goodness! :D

quote:

As to exploration, i want this BADLY. Exploring is something I always do even when it's pointless. I was the guy who spent an hour finding the one place I could jump off of Teldrassil into the ocean, just because I could.


I love you. 0.0

No, seriously, that fits me to a T. Doing parkour in The Secret World to get little pieces of lore about its universe, jumping on hills and mountains in WoW-style MMOs to get over them even though that wasn't an intended mechanic, using Agility in RS, the Exploration levels and L-Rod mechanics in Mabinogi...

That's totally me. I love exploration and I am so hyped that AQ3D will have it. :)

quote:

Why would we have titan battles in a game that is not meant to be DF


The same way that we fought Carnax in AQ - by swarming it.




LyRein -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 15:52:16)

@above

this is not AQ's story though.
so probably not.




Rezilia -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 15:54:00)

^

That has nothing to do with the mechanic. I was just saying that we fought Carnax in AQ by having all players in their normal forms fight it at once, and that's how we won. There's no reason for us not to be able to defeat Carnax together in an MMO.




LyRein -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 16:08:54)

@above

maybe but since majority of AE fanbase is AQW i'm not too surprised if they'll add a solo-only variant which destroys the purpose of that mechanic.

they said themselves it'll be solo-friendly.




speedmeteor101 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 16:43:45)

@LyRein

Just because it is a multi-player game, doesn't mean it can't have single player aspects (and they way I'm about to explain makes it multi-player). And technically, since it is a different game, dragon lords wouldn't need to reappear because it's not DF. Just Dragon Rider or not even that. And they could always allow for a party to go in together and/ or maybe up to a certain amount of people just based off of them spawning at them same time. Really it would be just like normal multi-player, but less people in a room and the character model is replaced with a person on a dragon and everything is shrunken.

So AQ3D could even redefine Titan Battle... anyways titan battles in DF could have up to 3 people but because it was not multiplayer, it didn't work. This would allow them to have titan battles with Dragon Riders, controlling Giants.... you just have to think outside of the box (like w/ Vaxen, too) and see that things are not limited; AE is good at that.

Note; even with less players it still is multiplayer, yet solo friendly.




LyRein -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 16:57:30)

@above

how are dragon-riders not unfair lol




speedmeteor101 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/17/2015 19:08:29)

How is it unfair? If any player can attain it (Say through a questline, or through AQ3D Guardian Castle access), anyone can use it. Maybe the titan battle unlocks after you beat him on foot and as a separate quest and teleports you to a separate map. I don't see how that is unfair.




LyRein -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/18/2015 11:06:34)

@above

guardian tower access

there you have it

edit
this is not aqw this is a 3D game
why would you teleport to another map.




speedmeteor101 -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/18/2015 12:37:41)

When I say teleport to another map, I just mean to a titan battle version of the map. It wouldn't make sense to have people on the ground and on dragons battling him at the same time. That way it's like an extra feature for AQ3D Guardians (with tower access [which I believe is 1 time $]) and those who can't, can still fight the same boss, but as a group. And titan battling is as cosmetic as having a new class... so it's not reeally a big deal.




LyRein -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/18/2015 12:39:12)

@above

oh i get you.
but i can't imagine how that would work mechanic wise.




David the Wanderer -> RE: Design Notes December 15th, 2015 - AQ3D was Greenlit on Steam (12/18/2015 13:14:04)

Maybe talk with an NPC and have a dialogue option that says "Titan Battle (Guardian Only)" or something that teleports you to the Titan Battle Map?




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