End of 2014 Development Briefing for Patron 1000+ Team
Our End of 2014 Dev Briefing took place last week, another in our series of briefings to the Patron Team members who have supported the development of the game with donations at 1000 or more. This was the year in review of progress made on the game. We then talked about the future, as well as taking a fly through of the new Terrain system that has been a major focus of 2014. This is a hybrid polygon (for close up) and point cloud (for more distant views) engine that procedurally generates an entire planet the full size of earth. We use wind, water, glacier and gravity erosion systems to get a realistic planet, of course, accelerated in time from millions of years to mere minutes. This is the second version of this terrain system, which is now starting to use all the detailed terrain that was possible from the first version. Below are two high up shots of parts of the planet, showing off the forest biome that we are currently using for the game demo. This terrain system is capable of making hundreds of different biomes, which will be added over time. Our final bit of news for this year is that we have procured some additional private investment money for the game, and expect progress to speed up significantly in 2015, including reaching a point where the Patron Team members (of many donation levels) can start entering the game to help test portions of development.
To see a video of this terrain test, go to our Facebook page: https://www.facebook.com/CitadelofSorcery
Development Briefing: October 2014
It was time to bring our Patron 1000+ team up-to-date on the game creation progress. There was a lot to go over, including some new character modeling, new creatures, reworked art, new concepts for the Jenemos race armor, a demo of some features in the Enact Tool Set in the live game, a demo of new features in our Editor, and other progress reports. All in all ,the game is continuing to get closer to our current milestone.
The video of this Dev Briefing is available (with all the previous ones as well) for the Patron 1000+ team. Links can be found in the Dev Brief forum.
Webcast: Treasure Economics
We recently ran our next Live Webcast for the Patron 250+ team. This one was on a subject that might sound boring, Treasure Economics, but as they found out, was quite interesting. The treasure system of CoS is very robust, and includes new and interesting ways of working with loot, and how it moves through the system of the game. Some of this is secret stuff still! But we let our Patron 250+ team have a first look at what we are doing. For Patron 250+ members who missed the live webcast, we have put a link to the video of it up for you in the Webcast Forum. In fact, all nineteen previous Webcast videos are in there, close to 15 hours of talk, images, video, and looks at Citadel of Sorcery.
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.