kickstarter-update

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  • New class rises to join Pantheon: Rise of the Fallen

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.21.2014

    The second class revealed for Pantheon: Rise of the Fallen isn't the hero that the world of Terminus needs, but it's the one the world deserves. The Dark Knight is exactly what it sounds like on the tin: Aside from striking fear into the cowardly and superstitious lot of Terminus' monsters, it's a fusion of melee abilities and destructive spellcasting that draws upon unholy might. It's a class with plenty of toys to mix with extensive martial training, and it serves nicely as a peek at the conceptual space of Pantheon's classes. Dark Knights have access to several choices of both weapon and armor, generally focusing on heavy plate armor along with two-handed swords, shield, and axes. They also possess the ability to drain life and strength from their foes, apply diseases, summon necromantic minions, and possibly hang upside-down from gargoyles. There's a bit more lore to be found in the official reveal; keep your ears open for more classes so that you'll be properly prepared.

  • Brad McQuaid explains more of his design goals for Pantheon: Rise of the Fallen

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.16.2014

    Pantheon: Rise of the Fallen has only just opened its Kickstarter campaign, and it's about an eighth of the way to its initial goal with more than a month to go. Perhaps you're still on the fence about whether or not you want to donate, however, wondering what sort of game you'll be getting out of it when all is said and done. So why not let the game's creator tell you about it? In the second of a series of community Q&A sessions, Brad McQuaid explains more about the design goals of Pantheon as well as how the game will handle specific mechanics like fast travel, quests, and items. McQuaid also explains what inspired the team to make the game and how far along the development process is at the moment. Check out the full video past the break, and keep your eyes peeled for a third part in the near future.

  • Camelot Unchained details progress in latest update

    by 
    MJ Guthrie
    MJ Guthrie
    10.25.2013

    Camelot Unchained has come to the end of another "sprint," City State's term for a roadmap, and CEO Mark Jacobs has whipped up another post detailing everything that was accomplished, noting what didn't make it into the completed pile, and laying out the next batch of tasks to tackle. Of the 25 + items on the list, the team checked off 23; it even threw in a few bonus tasks. According to Jacobs, "Our biggest accomplishment in Sprint 4 was pulling together our entire editor, build system, database, patch server, and patch client into a fully working pipeline." This way, when artists and designers make changes to the world it can be instantly downloaded by the workgroup or even the beta or live game. This paves the way for quick response in the live version. For more details on all the technical accomplishments, check out the full update.

  • Early-backer GameStick consoles delayed to June, dev units now shipping

    by 
    Joe Pollicino
    Joe Pollicino
    04.06.2013

    Fancied PlayJams' GameStick Android gaming console enough to back it on Kickstarter earlier this year? The good news is that Dev units have been shipping to the roughly 600 who signed up, with the remaining ones set to head out within a week. The bad news? The early-backer versions are now set to arrive at doorsteps in late June instead of April because of high-demand, according to PlayJam. As its latest Kickstarter update details, the units will need stronger tooling than the silicon-based molds of the dev units to ensure that "tens of thousands" of them can be successfully made. Additionally, this will apparently force the company to ship these larger factory yields via sea transport rather than air, which also slows things down. A case of success causing slowdowns it seems. Hopefully not much longer than these new estimates, too -- while this breakout underdog is set to hit retailers like GameStop, that other Android-based console, OUYA, is already shipping out to backers -- and its retail units are planned in June. You'll find the full update from PlayJam at the source link.

  • Camelot Unchained discusses the trouble with rendering engines

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.03.2013

    It's been said multiple times by the Camelot Unchained team that this game is meant to be large. The focus is on large-scale sieges, not a couple of guys banging on the front door of a castle. That means the game needs to be able to handle a huge number of players on the screen at any one time. How do you find an engine that can handle that? According to the latest update on Kickstarter, you build one. While the engine isn't built entirely from scratch, it isn't based off of an established engine, simply because it's being custom-built to handle the game's specific needs. The attached video allows you to see the engine in action, scaling from a handful of characters up to the moving mob pictured in the header. If you want to know more about what makes the game pretty to look at, this will be very relevant to your interests.