development-diary

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  • World of Tanks shows off new game modes for 2014

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.09.2014

    World of Tanks continues rolling along and updating, and it has some big features on deck for 2014. The latest video development diary shows off some of the new game modes which will be coming to the game in the near future, starting with Fortifications. The Fortification system allows clans to build structures and collect bonuses while at the same time defending their fortifications against other clans. The result is a complex interplay of new elements like pillboxes and aerial strikes that give both sides the tools to take fortified structures or defend them as needed. That's not the least of the additions being made, however, as Historical Battles are also incoming. While this game mode has been in discussion for a long time, due to massive differences in tank capabilities, it's been tricky to create battles with an equal chance of victory for both sides. The solution is asymmetrical team composition, a rebalancing of stats for this specific game mode, and respawning lighter support tanks. Take a look at the video past the cut for a more in-depth examination of these changes. [Source: Wargaming.net press release]

  • Fallen Earth is opening up in June

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.11.2013

    While the pace of its updates is a little slower than it used to be, Fallen Earth is still the same basic game -- a post-apocalyptic wasteland with plenty of ways for players to kill or maim one another in a harsh landscape. And the June State of the Game address takes a moment to mention that, reminding players that traveling through PvP areas is supposed to be a dangerous venture. The developers are also adding in The Dome and another open PvP area in the near future, so there will be new places for players to experience that danger. Not interested? That's all right because there are also plans to add a new area to the game's PvE side, which will offer players a chance to explore some of the game's biggest lore mysteries. Ever wondered if anything else is intact outside of the Grand Canyon area? That's something for players to look forward to in the future, and the developers are promising it'll allow you to explore the wasteland in a new fashion. So that's something to look forward to.

  • Camelot Unchained plans to bring random back

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.26.2013

    Mark Jacobs knows the problem with your games: They're too predictable. What MMOs need are some good old-fashioned chaos. What happened to the days when you would turn in a quest for which the reward could be endgame armor or it could be a piece of moldy cheese? Let's bring that back into style! All right, not that far. The latest Camelot Unchained development blog is all about randomness, however, with Jacobs laying out another design principle centering around the need for a strong random element in play. Jacobs sees a need for unpredictable outcomes as one of the core elements of a game, something to keep you playing because the game cannot be expected to run a specific course every time. This extends to both the combat system and the state of the world in general, with the former embracing more factors than simple levels and the latter being a bit more dynamic and unpredictable. If you're interested in reading more on this point, take a look at the full rundown at the official site.

  • Massively Exclusive: The MapleStory developers talk about the Root Abyss

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.11.2013

    When dealing with international games like Nexon's MapleStory, it's a simple reality that updates are often going to be coming out later for US players. It's just the nature of the beast; new updates have to first be tested natively, then localized. But the upcoming Root Abyss breaks the mold, with the full version due to be released on the global servers on January 16th before the Korean servers get a live push of the update. But there's more to the dungeon than just the release date -- there are four new bosses and a variety of updated prizes for everyone to earn. If you're looking for more insight into how the dungeon was designed, click on past the break for an exclusive developer diary from the Korean design team. You can also check out the dungeon's trailer, which features a quick preview of all four monstrous and disturbing bosses.

  • Latest Medal of Honor: Warfighter trailer covers special operations

    by 
    Jordan Mallory
    Jordan Mallory
    10.18.2012

    Medal of Honor: Warfighter's ongoing trailer series reaches its eighth installment with this episode, in which the rumbling, computer-disguised voices of former soldiers involved in Tier 1 Operations. The veterans expound upon how technological advancements, such as wide-field night-vision goggles, have changed the battlefield.

  • Latest Ghost Recon: Future Soldier dev diary details Guerrilla Mode

    by 
    Jordan Mallory
    Jordan Mallory
    03.29.2012

    Ghost Recon: Future Soldier's multiplayer Guerrilla Mode combines the now-classic "Horde mode" style of wave-endurance gameplay with infiltration and stealth, as players must capture and secure the location from which they'll defend themselves during the ensuing waves of baddies.

  • The Witcher 2 on Xbox 360 dev diary talks engine changes, new content

    by 
    Jordan Mallory
    Jordan Mallory
    02.05.2012

    The Witcher 2's Xbox 360 conversion is more than your run-of-the-mill port, at least according to the first episode of CD Projekt Red's development diary, where executive producer John Mamais and crew discuss the changes and additions being made to the game's engine and storyline.

  • Lord of the Rings Online offers a new design diary on the Captain

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.18.2011

    Oh Captain, our Captain, your fearful balancing is done. Well, not quite, but there is a new round of balancing and changes incoming for the captain in Lord of the Rings Online. The release of Rise of Isengard will see a new slew of balance updates, with the chief ones outlined in the new development diary for players to examine. The class presents a unique challenge, as it's one of the most hybrid classes in the entire game, capable of performing a variety of roles as well as providing excellent all-around buffs. As the diary explains, the one aspect of the class that development didn't want to touch was the all-around buffing utility, which properly needed to remain something that the class could access regardless of focus. Instead, the biggest changes to the class come in the Leader of Men trait line, with the Captain's tanking and defensive capabilities being significantly improved for just that purpose. Along with some quality-of-life buffs, it should be a good time to be a Captain once the game's newest expansion touches down.

  • Developer diary outlines the goals for Lord of the Rings Online's upcoming raid

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.03.2011

    Raid design is as much an art as a science. Lord of the Rings Online is slated for a big update to its raiding game with the removal of the radiance mechanic, but that's hardly the only feature in the queue for the upcoming patch. Ost Dunhoth is en route, and in a new developer diary, Joe Barry talks about some of the major changes that are being placed in the raid to make it fun and challenging in equal amounts. Aside from the known fact that no radiance will be needed, the raid will also feature an automatic cooldown reset for each boss fight, ensuring that players won't be prohibited from a second try by a recharging skill. The raid is also divided into three wings, with progress through the first two needed to unlock the third and final wing. Take a look at the full rundown of features in the diary entry, which also includes a few previews of the loot. And if you're a Lord of the Rings Online player in Europe enticed by new content, well, there is a Welcome Back weekend running...

  • A peek at Sector 4 of Fallen Earth

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.18.2011

    Sector 4 isn't available for players of Fallen Earth just yet, but it's impossible not to know that it's out there, the fourth piece of a building world. As it turns out, however, Sector 4 is more than just the next zone -- it's a look into what the game's world was like before everything went to hell. In a new diary from Chris "Devo" Deavellar, the aesthetics of the new zone are discussed, and he mentions that Sector 4 is the first branch away from the fairly realistic environments seen in the game up to this point. Deavellar mentions that just throwing a bunch of plant life around would have felt unsuitable for the game, but considering the newest sector highlights the insane experiments of the Globaltech company, the place needed an alien feel. Using several real-world plants such as kudzu for inspiration, the result is a world that still feels true to life in many ways... but also is filled with alien plants weeping amber fluid. Fallen Earth players should take a look at the full diary to get the smallest hint of what this newest zone will look like, a reminder of what would have been the future... before the end of the world. [Thanks to Scott for the tip!]

  • City of Heroes offers a new developer diary on the alignment system

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.25.2010

    City of Heroes players have been enjoying the newest expansion for just a little over a month now, bringing with it the long-awaited abilities for players to change their alignment. It seems like a natural extension of the game's comic book roots, after all -- you can hardly throw a rock in certain books without finding some major character who's a former villain. But with all that we've heard about the expansion's development, the subject of the alignment system has been fairly quiet, up until the most recent development diary by Shawn "Pit" Pitman. The diary goes into detail on the genesis of the alignment system from a concept into execution, as well as some of the larger changes put into place to facilitate the shift. For instance, one of the major shifts was that the alignment and tips missions would feature their own little gallery of recurring characters, rather than a steady set of existing major story NPCs such as Statesman. City of Heroes players curious about how the game bridged the gap between good and evil are encouraged to take a look at the full diary.

  • RuneScape art director on the Zanaris redesign

    by 
    James Egan
    James Egan
    04.22.2009

    RuneScape is a game with a long history and one that's attracted millions of devoted fans over the years. That said, we think most would concede that RuneScape was getting a bit long in the graphical tooth. Improving RuneScape's graphics seems to be a priority for Jagex Game Studios from what we've read in the latest dev diary by the title's art director Mod Joe. He writes about the redesign of the fairy area Zanaris, originally 'just a standard brown dungeon' which was later revamped to be blue, yet still didn't convey the 'magical' look the designers wanted. The first dev blog on the Zanaris improvements (of which two more are to follow) focuses on the concepts that needed to be re-worked, from the look of the fairies themselves to the environment they populate. Have a look at Mod Joe's development diary for more on the ways Jagex has worked to improve the look of RuneScape.