Development Briefing: August 2014
Our lastest Development Briefing for the Patron 1000+ Team took place last Saturday. Our topics were about completing the lastest Player Character Gargoyle Art, the new Insectoid Warrior cast monster, starting work on the Horror Hound, based off of the concept art (one of which is displayed for you here). We also talked about various bug fixes in the Enact Tool Set.
Then we went into the game and took a look at the newest NPC interaction system in action, watching as a waitress working in a pub handled taking orders and delivering food and drink to patrons as they arrived and took seats. We showed how these pub patrons are not hard scripted, but choose if they want to the pub, and where they want to sit, and how the waitress has to handle them no matter what the circumstance.
We also talked about plans for the demo, and when things are likely to get to a point where it is ready to show. There have been some delays in the Terrain system, which has held things up, but we did solve some major issues that were holding us back this month, including a major memory leak and a reduction in ram usage by 97% when rendering the new procedural terrain.
All in all, things are going well, if slower than we would like, but things are progressing!
Webcast: Playable Races, Part 3
We finished our the third webcast in our series about the playable races of Citadel of Sorcery. These live webcasts are for our Patron 250+ donation Team, though we have started releasing the archived videos of previous Webcasts to all the other Patron Team members (starting with the Death System Webcast).
However thks new live Webcast was about the Waerian and Jenemos races. Here is a little blurb about each:
Waerians are a water based race (though they have both lungs and gills, so they can go on land as well as breath underwater). Besides their water breathing advantage, they also see through subterfuge better than other races. This is a real advantage in CoS because both players and their opponents will be able to use disguises, both physical and magical. When they do, they can often pass among similar looking folk without detection. Thus, the Waerian ability to spot this becomes very important.
Jenemos (the male version seen in the concept art above) are a nomadic loner race. They like company, as long as it isn't their own race. The issue? Jenemos bad luck! They are just unlucky, and odd things go on when a Jenemos is around. Usually at the worst time, and always in the funniest way. It is both their disadvantage, and their advantage, for this bad luck strikes their opponents even more often than themselves or their friends. Any group who adds a Jenemos is bound to have some comedy, and a very interesting time.
Development Briefing for Patron 1000+ Team
We just ran a live Development Briefing for the Patron 1000+ Team, which covered the latest progress on the maknig of Citadel of Sorcery. We covered many things, including the new terrain integration, as well as improvements to the Enact Token system. We also went over Art, Level Design, Writing and Game Design. You can also watch a short video test of the terrain integration if you go to the Citadel of Sorcery Facebook page. The shot below is a still from that short video.
Webcast on Playable Races, part 2 of 3
We on June 27th, we ran our latest live Webcast for Patron 250+ team members, which was Part 2 of 3 on playable races in Citadel of Sorcery. This one went over the Human and Verduren races. Though humans may seem boring, in CoS they are anything but! We have added a superstition system, where, unlike on Earth, they actually work. This allows human characters to make use of the various superstitions or just enjoy the humor involved! We also covered the Verduren race, and their abilities to control plants and use them as camouflage. The video of this Webcast is still available for viewing, along with the other approximate 16 hours of previous Webcasts on the game for any existing or new 250+ Patron Team members.
Development Briefing: February 2014
We gave our latest Dev Briefing to the Patron Team members, and the video is now available in the Dev Briefing forum, for all Patron 1000, or above, Team Members. This briefing covered recent progress in all departments on the Citadel of Sorcery project. We spent some tmie going over a major dsign change that helps improve the game's system for allowing players of any higher level to adventure with players of lower level, without havnig do reduce the high level player's character in any way, yet keeping everything they face a challenge. We want players to group up with a mix of any other players, and yet still have fun Quests. Our new system improves upon this system, and solves a lot of problems. We detailed much of this new system to the Patron Team during the briefing. We also went over some of the programming improvements to the Trident3D engine, as well as some new Art for the game. Finaly, we took them into the game world to show some of these things in action.