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  • City of Steam reveals journey from turn-based to real-time combat

    by 
    Justin Olivetti
    Justin Olivetti
    10.17.2012

    The saga of City of Steam's creation continues to grow more impressive with a new behind-the-scenes story. In it, the devs tell the little-known tale about how the game used to be turn-based. This was originally due to a very limited team and budget, although the devs further justified the decision by saying that the MMO was based on a turn-based pen-and-paper game anyway. City of Steam managed to make the transition to real-time action with the help of some surprise financing prior to alpha. Over 90% of the code had to be reworked to make it happen, but the team pulled it off prior to the game's alpha and any actual players' eyes. It might be easy for us to take for granted how studios can whip up real-time combat in MMOs, but this post illustrates how incredibly complicated it can be, especially for teams with limited resources. City of Steam heads into beta next month.

  • LotRO dev diary details the Instance Finder

    by 
    Matt Daniel
    Matt Daniel
    12.06.2011

    In today's Lord of the Rings Online developer diary, game systems engineer Leo "Ransroth" Zelevinsky takes some time to provide players with information on the Instance Finder coming with Update 5. In a nutshell, it works like this: The tool exists in order to allow players to easily find instance parties and to reward them for participating in random content. Joining and completing an instance or skirmish using the Instance Finder, which can be done with or without an existing fellowship, will grant players instance currency, which can then be redeemed for spiffy loot. For the full details on how the Instance Finder works, head on over to the official dev blog.

  • GodsWar Online developer journal discusses the inclusion of mounts

    by 
    Rubi Bayer
    Rubi Bayer
    03.29.2010

    Mounts are a big part of nearly any MMO and GodsWar Online is no exception. They recently added a mount system, but it certainly wasn't as simple as typing "/horse" and moving on. Even the decision to add mounts in the first place was a long and complicated process. Their latest developer journal takes a closer look at the thoughts behind how the system came to be. When the idea of adding a mount system was first presented, the dev team itself was divided. There was a fair amount of discussion about the historical accuracy of infantry in Greece, and seemingly endless discussion ended in an official forum vote. The fans turned out to be "overwhelmingly" in favor of mounts, and production got underway. Again, it wasn't a simple and quick process: "There's a lot more to it than throwing a character on top of a pig." Many, many small effects work together to create a good mount, and each of those effects must be perfected individually. This journal entry is a great look at what goes on behind the scenes during the creation process, so it's well worth a visit to the site to check it out.

  • Atlantica Online dev diary: Visiting Santa's Villa

    by 
    Shawn Schuster
    Shawn Schuster
    12.19.2009

    It's time for this newest installment of NDoors Interactive's bi-weekly developer journal for Atlantica Online here at Massively. We've covered so much already, but now we're treated to some detailed info on their winter holiday event. Here's what they had to say: This Christmas season we are proud to bring back Santa's Villa to our players. During this holiday season, players who are over level 20 and have been playing for at least an hour will receive Mistletoe. This item, when exchanged for a Santa Villa Ticket, will give players access to all the treasures that lay inside.

  • Earthrise shows off The Arboretum in developer journal

    by 
    James Egan
    James Egan
    08.08.2009

    The Earthrise developers at Masthead Studios are turning out a series of blogs which explains the various zones of the post-apocalyptic setting of Enterra island. These developer journals hosted on MMORPG.com introduce us to the varied terrain and its inhabitants, while framing it all in context of Earthrise's lore. So far they've walked us through the burnt out factories of the Industrial Area, the dangers of the Cascade Mountains, and what happens when mutant ecosystems collide in The Hatchery.Their latest dev blog focuses on "The Arboretum" which is the refuge of the Nathura Society, largely comprised of scientists who maintain neutrality in the civil war between Enterra's main factions -- Continoma and Noir. The Nathura simply want to be left alone so they can pursue their ideal of engineering a truly symbiotic relationship between humans and the natural world.

  • Fallen Earth Developer Diary: Exploring the Cult of the Dead lair

    by 
    Dev Blogger
    Dev Blogger
    06.04.2009

    Massively is proud to host a brand new five-part developer journal from the Fallen Earth team which will explore various levels in Fallen Earth, their storylines and how they make the player experience richer. This third dev journal from Grace Hagood leads us into Sunset Cemetery, the lair of The Cult of the Dead. There is no peace for the dead at Sunset Cemetery. Vile cultists have desecrated the graves, while their vampiric masters lurk in the dank mausoleums. Beware, stranger, or you may join the mouldering corpses there.Sunset Cemetery, also known as the Cult of the Dead lair, is a small instance available to players in the Northfields area of Fallen Earth. Unlike the massive Old Kingman Prison instance or the sprawling Hoffa Bunker level, the Cult of the Dead lair provides a linear experience. The tone of the story and instance design represents a departure from earlier gameplay.

  • Developer Diary: Exploring Levels in Fallen Earth

    by 
    Dev Blogger
    Dev Blogger
    05.21.2009

    Starting today, Massively is proudly hosting a brand new developer journal from the Fallen Earth team. This five-part series will explore various levels in Fallen Earth, their storylines and how they make the player experience richer. This first one takes us through Kingman Prison, and was written by Grace Hagood.From high on a hilltop, gray prison walls cast a bleak shadow over the town of Old Kingman. Designed to keep society safe, Old Kingman Prison's purpose has been perverted. The tyrannical Casta Gaunt has captured the stronghold, and now leads his raiders from the safety of its cell blocks and guard towers.Old Kingman Prison is the first major instance available to players in Fallen Earth. The level offers a compelling end to one of the early overarching plotlines in the game, and provides interesting group gameplay through a structured series of encounters. When we created the prison instance, we agreed on a few rules for our design. We wanted players to contribute directly to furthering the plot. We wanted the instance to be easily accessible. And of course, it had to look great and have enjoyable fights.

  • Fallen Earth dev blog explains game's post-apocalyptic religious zealotry

    by 
    James Egan
    James Egan
    05.12.2009

    Fallen Earth is a massively multiplayer online game currently in development where, in the wake of nuclear and viral armageddon, humanity's survivors are left to fend for themselves in the wasteland. The scenario painted by Fallen Earth's lore is that the world's established religions have largely burned away or decayed along with most of the human race. What's left are sects whose experiences and hardships in watching the world die are reflected in their belief systems, extreme views that come in various flavors of post-apocalyptic zealotry. As Fallen Earth subscribers, the players will align themselves with certain belief systems when creating their characters, affecting their outlook on the aftermath. In a WarCry exclusive, Fallen Earth writer Grace Hagood explains the game's religious and pseudo-religious elements, and some of the fanaticism embodied by these groups. She writes, "Let's face it: religion is a touchy subject. A lot of game designers would rather steer clear of including religion in their work. However, a game like Fallen Earth, set in a future based on extrapolations of current society, can't ignore the reality of religious extremism. What we can do, though, is use our particular (and sometimes peculiar) filters to present religious fanaticism in a post-apocalyptic framework."

  • Fallen Earth dev journal focuses on weapon balance

    by 
    James Egan
    James Egan
    03.23.2009

    The upcoming post-apocalyptic MMO Fallen Earth has the potential to bring a very different kind of setting to the fantasy-dominated landscape in massively multiplayer titles. One of the interesting aspects of Fallen Earth is the variety of weaponry players can obtain. In true Mad Max fashion, the game's weaponry can can often be found and modified objects, bringing a 'use what works' approach to inflicting harm upon your fellow survivors in the wasteland. Then again, other weapon choices will be decidedly high tech. Could this create a disparity between the haves and have-nots in terms of improvised vs. manufactured weaponry? Fallen Earth's system designer Brandes Stoddard has written a developer journal for MMORPG.com that's focused on how the dev team is balancing the game's weapons. Hopefully, he relates, they're creating weapons that fill the right niches -- no one weapon should be the best for every task, but should really be the ideal choice for certain situations. Check out his dev journal over at MMORPG.com for images of some of the weapons players will be able to use in Fallen Earth, and read about why shotguns probably won't be an i-win button once the game's ready for release.

  • Pirates of the Burning Sea developer journal: It's Good to Group

    by 
    William Dobson
    William Dobson
    12.12.2007

    John Scott Tynes, producer of Pirates of the Burning Sea, has posted a developer journal about grouping at PotBS Vault. He discusses the first group mission found in the game, Red Tide, and the process that his team went through to make improvements to this first taste of banding together with your seafarin' chums.The motivation behind tweaking Red Tide, even though Tynes said it was still good before, was to encourage players to group more, give them a memorable experience in the game early on, and to help people learn to play. He mentions that it is possible to get to the level cap without grouping, so it is necessary to show people the fun and rewards that partying can yield.You can read more about the evolution of Red Tide and Tynes' thoughts on grouping at the developer journal, and if you still need to get in to the open beta to give the mission a try, the updates on this post may be of some use.

  • Lead producer of Jumpgate Evolution writes Developer Journal on AI

    by 
    William Dobson
    William Dobson
    11.21.2007

    Lead producer of Jumpgate Evolution Herman Peterscheck has posted a developer journal at MMORPG.com about the artificial intelligence used in the upcoming space MMO. Peterscheck describes how the AI in Jumpgate Evolution is employed to craft a universe that will feel alive to players.At the most basic level, Peterscheck tells how the AI should be able to do anything that a player does -- mining, trading, combat, etc. On top of that, the NPCs will have behaviors, like patrolling, decisions on if they like you or want to blast you out of space, and when to chicken out of a fight. The aspect that he believes is perhaps one level above what you might see in a lot of other games, however, is the way that the AI will react to situations occurring in the world.