Tag Archives: Dev Diaries

Pathfinder Online shows off its map

Pathfinder Lead Game Designer Lee Hammock is your host and guide to a tour through Pathfinder Online's detailed maps.

Pathfinder's maps look a little different than a typical MMO map, offering more of a malleable report on shifting allegiances and events in a hex layout. The main map is color-coded to show terrain type, with symbols and lines representing cities, trade routes, player towns, security levels, and points of interest. Knowing which resources come from which terrain type will be crucial to building up player settlements.

Hammock and his beige shirt of stunning good looks star in a nine-minute developer video that you can watch after the break.

Continue reading Pathfinder Online shows off its map

MassivelyPathfinder Online shows off its map originally appeared on Massively on Thu, 17 Apr 2014 17:30:00 EST. Please see our terms for use of feeds.

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Darkfall clarifies vision to get ‘back on track’

Darkfall Aventurine admitted today that it has faltered on its core vision for Darkfall due to "compromises" but is rededicating itself to restoring its focus.

"We are committed to our original vision of a politically and economically driven sandbox PvP MMO where risk dictates the reward, leading to meaningful massive battles," the studio posted.

As such, Aventurine revealed that it will be introducing mix-and-match custom roles, rebalancing the economy, adding in siege engines, and conjuring a quest system to beef up the new player experience. On the way out are timed events and "the purpose of safe zones."

MassivelyDarkfall clarifies vision to get 'back on track' originally appeared on Massively on Tue, 15 Apr 2014 14:30:00 EST. Please see our terms for use of feeds.

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Fallen Earth nodes to get less ‘willy-nilly’

Fallen Earth Tired of node placement refusing to make a lick of common sense in Fallen Earth? There's a dev for that.

Fallen Earth's new state of the game post for April has a word or two to say about how the team is moving around gathering nodes to fit the environment better. "What this will look like is an increase in hand-placed nodes that reflect the setting and environment better and fewer nodes scattered willy-nilly," said Producer Marie Croall.

The post also talks about new armor suits and cosmetic gear recipes that are coming soon as part of the rewards for controlling the Outpost.

MassivelyFallen Earth nodes to get less 'willy-nilly' originally appeared on Massively on Wed, 09 Apr 2014 18:30:00 EST. Please see our terms for use of feeds.

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Boatloads of classes are coming to Pathfinder Online

Pathfinder Online The latest Pathfinder Online video dev blog has arrived, and it features Goblinworks' Lee Hammock and Stephen Cheney answering questions about which classes will enter the game in which phase. The Fighter, Rogue, Wizard, and Cleric will be first during early enrollment, followed by the more crafting-based roles like the Aristocrat, Commoner, and Expert, and then the core classes of the Barbarian, Paladin, Sorcerer, and Bard. The Ranger, Druid, and Monk are likely to emerge during open enrollment.

The accompanying blog post also explains how experience and skills will map from the tabletop game to the MMORPG. We've included the complete video diary below.

Continue reading Boatloads of classes are coming to Pathfinder Online

MassivelyBoatloads of classes are coming to Pathfinder Online originally appeared on Massively on Wed, 19 Mar 2014 21:00:00 EST. Please see our terms for use of feeds.

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Fallen Earth gives a sneak peek at its player-built town

Fallen Earth The Fallen Earth team is hard at work on the next major update of the game, which will include a player-built town called the Outpost.

In a new state of the game post, the devs show off a few of the structures in this town. "Since the plot for the area revolves around the Outsiders and GlobalTech, we wanted to take advantage of those groups' love of technology and give the buildings some high tech pieces as well as keeping the aged pre-fall feel," the devs wrote.

The Outpost will be bigger and "more robust" than Citadel and should be hitting the live servers some time in May.

MassivelyFallen Earth gives a sneak peek at its player-built town originally appeared on Massively on Mon, 10 Mar 2014 17:00:00 EST. Please see our terms for use of feeds.

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Pathfinder Online opens new storefront, posts first video dev blog

Pathfinder The Goblinworks team has this evening posted several bits of news about its forthcoming sandbox, Pathfinder Online. The studio has revamped its website and opened a new store it's calling the Goblin Squad Store, a "portal for merchandise that is currently only available to Goblin Squad members." The store appears to be a way for would-be backers to toss some (or more) cash at the developers even though the Kickstarter has ended. In return, gamers can select from a lengthy list of add-ons both physical and digital, including tabletop miniatures, forum titles, gametime, and even a swanky messenger bag.

If you're keen more on learning about the game than on funding it, the team's new video blog might be of more interest. The first of planned biweekly episodes went live tonight and features Goblinworks' Lee Hammock and Stephen Cheney explaining how slots and divine powers work in the game. We've embedded the vid behind the cut.

Continue reading Pathfinder Online opens new storefront, posts first video dev blog

MassivelyPathfinder Online opens new storefront, posts first video dev blog originally appeared on Massively on Wed, 05 Mar 2014 22:00:00 EST. Please see our terms for use of feeds.

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212 devs are working on Star Citizen, dogfighting launch ‘shortly after PAX’

Star Citizen Void Alpha Terra concept art Feel like you're not getting enough info on Star Citizen's development progress? Cloud Imperium chairman Chris Roberts has penned an epically long update that's now live on the game's website. "The concept is simple -- a high level monthly production progress report from the various teams from around the world working on Star Citizen," he writes.

Those teams include a whopping 212 developers, which Roberts says is more people than typically work on a triple-A console title and which makes SC the largest space sim project in history. In terms of alpha progress, Roberts says that CIG will unveil the long-awaited dogfighting module at a special backer-only pre-PAX event. It will be playable "shortly after PAX."

There's much more to the post, including updates from all of CIG's studios, so grab your favorite beverage and click through the links below to get caught up.

Massively212 devs are working on Star Citizen, dogfighting launch 'shortly after PAX' originally appeared on Massively on Tue, 04 Mar 2014 09:30:00 EST. Please see our terms for use of feeds.

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Landmark video diary hints at the Pulverizer, new harvesting tools

Landmark tools whiteboard It's time for another EverQuest Next Landmark video dev diary. Your host is EQNL lead systems designer Michael Mann, and he's a got a lot to say about harvesting tools. He enlists a bit of help from lead character artist Kacey Helms, who takes viewers on a journey from in-game axe concept to finished in-game axe model.

Next up is lead animator Aaron Carlson, who shows off mining animations, followed by VFX artist Lisa Charriere, who explains what SOE's thinking in terms of particle effects. Finally, we're treated to a sneak peak of the Pulverizer, which is a new tunneling tool currently in the works. Click past the cut for the full video!

Continue reading Landmark video diary hints at the Pulverizer, new harvesting tools

MassivelyLandmark video diary hints at the Pulverizer, new harvesting tools originally appeared on Massively on Mon, 03 Mar 2014 19:30:00 EST. Please see our terms for use of feeds.

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The Repopulation adds adversarial camps, preps for Alpha 3

Repopulation concept art Above & Beyond has released its latest monthly status report on The Repopulation. In February, the design team added the adversarial camps stretch goal to its sci-fi sandbox, which will allow devs to "generate much of the game's content on the fly and help ensure that players do not have a static experience."

Additional work was done on the title's customizable XML-based UI, the harvesting mechanics, and a fitting system for robotic pets. February's "largest changes" came in the form of additional world content, as the dev team is looking forward to adding more testers for Alpha 3 "in a few weeks."

MassivelyThe Repopulation adds adversarial camps, preps for Alpha 3 originally appeared on Massively on Mon, 03 Mar 2014 12:00:00 EST. Please see our terms for use of feeds.

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Pathfinder Online’s Ryan Dancey on crowdforging a ‘minimum viable product’

Pathfinder Online In response to our recent editorial questioning whether we are in fact in the middle of a sandbox renaissance, Goblinworks CEO Ryan Dancey has penned a Massively-exclusive dev blog to explain why his game, Pathfinder Online, is indeed at the center of such a renaissance. Pathfinder was specifically mentioned in our article as a possible example of those pseudo-sandboxes that rely too heavily on creating a space for players to butcher each other without bothering to create the mechanics for anything else.

Dancey hopes to clarify his game's outlook today. Read on for his dev blog, in which he discusses what he means by "minimum viable product," distances Pathfinder from the cripplingly expensive graphical arms race plaguing the industry, and elaborates on just how Goblinworks plans to roll out this "crowdforged" MMO.

Continue reading Pathfinder Online's Ryan Dancey on crowdforging a 'minimum viable product'

MassivelyPathfinder Online's Ryan Dancey on crowdforging a 'minimum viable product' originally appeared on Massively on Mon, 03 Mar 2014 10:00:00 EST. Please see our terms for use of feeds.

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EverQuest Next Landmark lays out development roadmap

Landmark EverQuest Next Landmark Director of Development Dave Georgeson has posted a roadmap for the title's next few months last night, divvying up the upcoming features into three phases that are independent of alpha and beta labels.

In the first phase that's coming in "the next few weeks," SOE will be adding in player ratings for claims, key mapping, voice chat, groups and grouping bonuses, social media integration, quick travel options, better building tools, underground caves, claim expansions, required upkeep for claims, and an improved chat system that includes links for map waypoints.

Phase two will happen about four weeks later, with guilds, SOEmote, naming freedom, mini-hubs, health, dying, basic combat, buffs, plant harvesting, water, a tree harvesting revamp, a journal system, achivements, salvage, treasure chests, claim storage, and more movement options including flying.

SOE was a little more vague about the third phase, saying that it will include PvP, advanced combat, more physics, and better AI.

[Thanks to Michael18 for the tip!]

MassivelyEverQuest Next Landmark lays out development roadmap originally appeared on Massively on Fri, 14 Feb 2014 15:00:00 EST. Please see our terms for use of feeds.

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Pathfinder’s on track for an April alpha

Pathfinder goblinses Heyo, it's time for the latest Pathfinder Online dev blog. GoblinWorks bigwig Ryan Dancey says that last Monday marked the end of the firm's Q4 2013 development period. The milestone was capped by an internal team playtest today, with another scheduled for Paizo luminaries this Friday.

Dancey lists each of the team's Q4 goals -- including Wizard, Rogue, Cleric, and Fighter classes, all at fourth level and all with "at least one weapon with a full set of attacks -- before stating that "we met the experience goals we set for ourselves."

There are some qualifying statements in terms of "moving pieces [that] still have to fit together," but Dancey concludes with optimism and mentions that alpha testing will likely start in April. "It is increasingly likely that this crazy plan to make an MMO on a fraction of the budget and a sliver of the timeline that has become the norm is going to work," he says.

[Thanks Chrysillis!]

MassivelyPathfinder's on track for an April alpha originally appeared on Massively on Wed, 22 Jan 2014 19:30:00 EST. Please see our terms for use of feeds.

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EVE Evolved: Rubicon 1.1′s new deployables

EVE Evolved title image Of all the major changes to EVE Online in the past few years, it's the introduction of personal deployable structures that has had me most excited. I've always been of the opinion that a true sandbox should let individual players and larger organisations build their own personal empires in empty wilderness. If it were up to me, everything from mining and manufacturing to research in EVE would take place in destructible structures and possibly even player-built deadspace dungeons. The Rubicon expansion took an important first step toward this brand of sandbox-style gameplay with the introduction of several new personal deployable structures, including an item hangar and refitting service that can be deployed anywhere in space.

Four more structures were initially planned for the Rubicon 1.1 point release to expand the game's tactical possibilities, and this week two of those structures were confirmed. The Mobile micro Jump Unit is a game-changing strategic device that allows players any nearby players to jump their ships 100km forward, and the highly requested Mobile Scan Inhibitor physically hides nearby ships from probes and the directional scanner. Players on the test server have also discovered overview filter options for Mobile Jump Disruptor and Mobile Decoy Unit deployable structures, but developers were unable to confirm whether these would be part of Rubicon 1.1 or even if they'd definitely make it into the game.

In this week's EVE Evolved, I look into the tactical possibilities of the Mobile Micro Jump Unit and Mobile Scan Inhibitor and why some players have reservations about these game-changing strategic structures.

Continue reading EVE Evolved: Rubicon 1.1's new deployables

MassivelyEVE Evolved: Rubicon 1.1's new deployables originally appeared on Massively on Sun, 12 Jan 2014 18:00:00 EST. Please see our terms for use of feeds.

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EverQuest Next Landmark shows off advanced building tools

The EverQuest Next Landmark team is quite proud of its robust building tools for the game, especially now that it has taken suggestions from fans to add new options. Due to all of the added tools, the devs are eager to demonstrate more things that you can do with the game in a new developer video.

The video, which is available to select Massively Platinum readers after the break, includes Landmark's selection and line tools as well as its grid mode. Check it out!

Continue reading EverQuest Next Landmark shows off advanced building tools

MassivelyEverQuest Next Landmark shows off advanced building tools originally appeared on Massively on Fri, 10 Jan 2014 16:00:00 EST. Please see our terms for use of feeds.

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One of Pathfinder’s ‘core philosophies’ is socialization

Pathfinder Online The first Pathfinder dev blog of 2014 concerns itself with points of interest and outposts. In a broader sense, GoblinWorks uses the piece to speak about one of the primary design objectives for its fantasy sandbox.

That objective is socialization. Or, as GoblinWorks says, "one of our core philosophies is to maximize meaningful human interaction." A major example of said philosophy is the firm's plan to create "a hierarchy of social structures so that many people have a chance to try their hand at leadership and management." This hierarchy starts with outposts, which are the "heart of the in-game economy" and connected to the aforemention POIs.

Click through the links below to learn more!

MassivelyOne of Pathfinder's 'core philosophies' is socialization originally appeared on Massively on Wed, 08 Jan 2014 20:00:00 EST. Please see our terms for use of feeds.

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