Tag Archives: Dev Diaries

EVE’s Phoebe adding better search functionality and more

Another day, another Phoebe-focused dev blog from the folks at CCP. EVE Online is getting a bit of a search overhaul in its November patch, as items inside station containers will be included in search results.

CCP is also calling attention to the "pretty powerful advanced search functionality" in EVE via a new question mark icon in the game's Asset Search tab that leads to a keyword tooltip. There are several other UI changes scheduled to debut with Phoebe, but you'll need to click through the links below to view them in the full dev blog.

If you're a third-party EVE app developer, don't forget to visit CCP's newly published blog.

MassivelyEVE's Phoebe adding better search functionality and more originally appeared on Massively on Fri, 31 Oct 2014 19:00:00 EST. Please see our terms for use of feeds.

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H1Z1’s audio is a key part of its immersion

h1z1 When done right, you hardly ever consciously acknowledge a game's sound, but when it's missing or done poorly, it can jar a player out of desired immersion. In a dev diary posted today, H1Z1 Technical Architect Greg Spence talks about the sound of the game and demonstrates a few tests.

"So much goes into making these sounds seem realistic beyond just choosing an audio file to play," Spence explains. "Taking into account your surroundings, whether you are inside or outside, what type of ground you are on, time of day, and even weather can play a big part in the final thing you hear."

Spence discusses sound effects, environment sounds, and, of course, music. You can check out the audio test videos after the break!

Continue reading H1Z1's audio is a key part of its immersion

MassivelyH1Z1's audio is a key part of its immersion originally appeared on Massively on Fri, 31 Oct 2014 17:00:00 EST. Please see our terms for use of feeds.

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EVE Online uses jump fatigue to discourage long-distance travel

eve Hold your horses, space buckaroo. Where do you think you're going so fast?

EVE Online is preparing to deliberately slow down pilots with the introduction of jump fatigue in the upcoming Phoebe patch. Jump fatigue adds a timer following a jump that must be endured until the next jump is allowed. According to a dev blog (that includes an appendix!) on the subject, "This allows us to discourage people travelling longer distances using jump travel, while keeping penalties relatively light for tactical/occasional movement."

Another dev blog tackles the changes to invention and manufacturing that are planned with the patch. One big change is the merge of invention with reverse engineering, which comes with an algabraic forumla because spaceships and laser battles are not exciting enough on their own.

MassivelyEVE Online uses jump fatigue to discourage long-distance travel originally appeared on Massively on Thu, 30 Oct 2014 18:00:00 EST. Please see our terms for use of feeds.

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CCP explains EVE’s upcoming mission guidance system, CSM changes

CCP released another Phoebe-focused dev diary earlier today, this one detailing the new mission objective system coming to EVE Online next month. The firm is walking a fine line between general guidance and "brain-dead instructions to follow," and as such it is asking for feedback relative to how the new feature is presented in today's diary. It's a lengthy read, but you can also see the new system in action if you log onto EVE's Singularity test shard.

CCP has also delivered minutes from the Council of Stellar Management's summer summit earlier than expected. CCP Leeloo explains that the studio will make further changes to the CMS next year, starting with lengthening the winter summit and shortening the current CMS's term to better align with next year's Fanfest. Applications for CSM10 open on January 30th.

MassivelyCCP explains EVE's upcoming mission guidance system, CSM changes originally appeared on Massively on Wed, 29 Oct 2014 17:00:00 EST. Please see our terms for use of feeds.

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Albion Online’s six-month road map

Sandbox Interactive has been busy compiling and utilizing all the information that was gleaned from Albion Online's summer alpha event last month, and now the studio has developed a new six-month road map for the game. Going off of the team's internal list that prioritizes more than 170 features of changes to the game as well as features that will be added, Founder and CEO Stefan Wiezorek presented the road map to backers and fans to give them an overall perspective of the upcoming work. Everything from crime-flagging to territory upkeep to dungeons to building to mounts is covered; even farming and salvaging have sections. It's a pretty meaty post, so for all the juicy details, head to the official forums.

Wiezorek also noted that in order to reach the goal of having 50% of this list completed by the Winter Alpha event, the devs will postpone the event until mind or late January instead of December. The start date for this winter event will be available come December.

MassivelyAlbion Online's six-month road map originally appeared on Massively on Tue, 28 Oct 2014 13:30:00 EST. Please see our terms for use of feeds.

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EVE Vegas 2014: Getting players involved in EVE’s development

 
Back in 2011, EVE Online developer CCP Games was rocked by controversy when players outraged over the Incarna expansion's microtransactions and CCP's indifference to player feedback spoke with their wallets and quit the game. In what became known as the monoclegate scandal, an estimated 8% of players quit, and CCP eventually laid off 20% of its staff worldwide. Some tough lessons were learned about keeping players looped into the development process, and CCP began involving players more closely in the development process. At EVE Vegas 2014 today, developer CCP Fozzie looked at the ways that CCP gathers ideas and feedback from the community. As a sandbox MMO with a very dedicated community, EVE is in the interesting position that many of the players know more about the game than the developers themselves and can identify problems with ideas very early in the development process. Plans are now announced earlier in development to gather feedback, some new features are now made optional on release to gauge usage, and failed ideas will even be rolled back if necessary. During the talk, Fozzie confirmed that each SCRUM team within CCP focuses on one particular area of gameplay and that player ideas are often brought into internal meetings for discussion. A new rig named the Higgs Anchor is even being introduced based on player suggestions; it will decrease movement speed by 75% but increase agility to make it easier to align to warp out if hostiles approach the player's location. If this level of player participation keeps up, hopefully disasters like monoclegate will never happen again. Continue reading EVE Vegas 2014: Getting players involved in EVE's development

MassivelyEVE Vegas 2014: Getting players involved in EVE's development originally appeared on Massively on Sun, 19 Oct 2014 19:00:00 EST. Please see our terms for use of feeds.

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EVE Online tightens things up for Phoebe

eve A new blog post at EVE Online reveals that the team is working on streamlining a few of its existing features for the upcoming Phoebe patch.

The first tweak is to exploration, as the team will be making data sites more valuable and frequent. Career agents will also stop blabbing so much in the mission boxes, with shorter text messages to emphasize the objectives.

Finally, the team is bringing its semi-hidden expedition content into the light with easier-to-follow breadcrumbs and bug fixes: "We've added in some messaging to guide you towards these specific structures. We have also increased the percentage chance of the rarer types of expedition occurring as we simply found these figures to be too low. These combined changes should help somewhat in bringing this 'hidden' content to the surface for you to enjoy."

MassivelyEVE Online tightens things up for Phoebe originally appeared on Massively on Wed, 15 Oct 2014 18:00:00 EST. Please see our terms for use of feeds.

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Darkfall makes plans for a localized economy

darkfall The Darkfall team is deep in preparations for the creation of a "localized economy package" to boost this critical part of this fantasy title. "For us, as well as the community from what we see, a functional economy is the stepping stone for a proper sandbox, so our attention is focused on it," the team stated.

In a forum post today, the goals of these plans were outlined. This package will include new raw materials, additional recipes, a better inventory system, tiered clan vaults, nerfed instant travel, quicker land travel, beasts of burden, and a focus on localized markets instead of a worldwide trading system.

This economy update is tentatively planned for either December 2014 or January 2015.

[Thanks to Dengar for the tip!]

MassivelyDarkfall makes plans for a localized economy originally appeared on Massively on Sun, 12 Oct 2014 12:00:00 EST. Please see our terms for use of feeds.

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EVE Online: Phoebe improves quality-of-life for subscribers and trial members

eve Unpacking EVE Online's Phoebe content update is so involved that it takes another one of CCP's epic posts to do it. The big thing to take away from the notes is that this update features several quality-of-life improvements for both regular and trial players.

When Phoebe hits on November 4th, players will have to adjust to jump fatigue during long-distance travel. To offset that, there will be the ability to set skill queues to unlimited length, place multiple market sell orders, enjoy better exploration rewards, and experience new cloaking effects.

Trial players will also see some of their limitations lifted after the update, such as being allowed to fly battleships and be a part of faction fights.

MassivelyEVE Online: Phoebe improves quality-of-life for subscribers and trial members originally appeared on Massively on Fri, 10 Oct 2014 17:00:00 EST. Please see our terms for use of feeds.

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CCP is upgrading EVE’s sensor overlay

CCP's latest EVE Online dev blog is all about the sci-fi sandbox's sensor overlay. More specifically, it's about sensor overlay 2.0 that's likely coming in EVE's Phoebe update. The current overlay basically allows pod pilots to view cosmic anomalies and signatures in space rather than as text entries on a scanner.

The upgrade will add "a number of other objects in space [...] along with filtering options and a new compass view," according to EVE's developers. It's quite a lengthy dev blog, and it's also got plenty of pretty pictures to further the explanation. You'll find it all via the links below.

MassivelyCCP is upgrading EVE's sensor overlay originally appeared on Massively on Wed, 08 Oct 2014 17:00:00 EST. Please see our terms for use of feeds.

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The Repopulation is focusing on feature completion

repop In what its devs are calling a "very busy month," The Repopulation pushed out three major patches in September, not to mention another one this past week. Above and Beyond says is all being done to fill out the game: "We've been pushing hard to get our experimental tweaks and additions out of the way now as we push towards feature completion."

In addition to pages and pages of patch notes, The Repopulation made significant changes to Medics, added a Points of Ingrigue extension to its enemy camp system, and completely overhauled the tutorial. The sandbox title promises that another round of testers will be invited into the game in the middle of October.

MassivelyThe Repopulation is focusing on feature completion originally appeared on Massively on Sun, 05 Oct 2014 14:00:00 EST. Please see our terms for use of feeds.

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Star Citizen working to develop ships faster than before

sc In a new monthly report, the makers of Star Citizen said that they have restructured their internal process so that they can pump out new ships even faster. Some of these new ships include the Herald, Carrack, Reclaimer, Avenger variants, and 890 Jump.

"We have been hard at work refining our process and improving our workflow so that we can develop ships more quickly and more efficiently than we have ever done before," the team writes. "The creation of new ships for Star Citizen is an incredibly complex and detailed process, so it made sense to move it to LA where Chris [Roberts] can maintain oversight and provide direction to everyone involved."

The report also touched on the fleshing out of Arena Commander, preparations for upcoming conventions, the hiring of new personnel, and improvements to ships' HUDs. One thing to look forward to is a brand-new cinematic that should arrive within the week.

MassivelyStar Citizen working to develop ships faster than before originally appeared on Massively on Sun, 05 Oct 2014 12:00:00 EST. Please see our terms for use of feeds.

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How ‘feel’ trumps realism in H1Z1’s weapon design

H1Z1 H1Z1 Senior Game Designer Jimmy Whisenhunt has penned another dev blog about SOE's inbound survival sandbox, this one aimed at weapon design, starting with the modeling and rigging process. Animation design in particular, he says, is critical. "A huge part of the tuning process that is commonly overlooked in FPS game development is how a weapon reacts to in-game actions," Whisenhunt explains. "Design and Animation have to be in lock-step for a successful feel in combat; we need to have the same vision to ensure a solid experience for the player."

He also discusses recoil and shooting mechanics and how "feel" can trump realism.
"We've mentioned in the past that we want to avoid tuning and creating things simply because they 'that's the way it is in real life,' which means I get to take to take a realistic ballistic and weapon recoil feel and make it feel satisfying and fun. Typically the gravity of projectiles in real life doesn't fit the intended play experience we seek out. After all, the weapon feel and functionality has to fit our world design as well as Zombie and Player combat."
The full dev blog is on the official site. We took a look at H1Z1's art and lighting effects last week.

MassivelyHow 'feel' trumps realism in H1Z1's weapon design originally appeared on Massively on Mon, 29 Sep 2014 10:00:00 EST. Please see our terms for use of feeds.

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EVE Online nukes named modules

eve One thing that we're becoming increasingly convinced about the purpose of EVE Online's dev diaries is that they are secret recruiting and training grounds for future CCP employees a la The Last Starfighter. If you're willing to chew through thousands of words and a dozen or so charts on something called "Module Tiericide," then you should be awarded with a salary plus benefits.

That theory aside, today's new Oceanus dev diary explains (at great length) how the team is retuning its approach to module balance in order to give all ships significant strengths and weaknesses and purposes. One such change is that named modules are on their way out: "Our solution to this problem is to replace the meta-based named module system with a new role-based system."

CCP promises that this is but part of the overall and continuing effort to balance ships and prepare for new additions to the game.

MassivelyEVE Online nukes named modules originally appeared on Massively on Thu, 25 Sep 2014 18:00:00 EST. Please see our terms for use of feeds.

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EVE shows off Oceanus’ features

eve Oceanus is coming next Tuesday to EVE Online, and if you haven't been reading the novelization of the patch notes in the form of dev diaries as of late, CCP has a more succinct video overview of the changes coming with the update.

In fact, there's a new dev post that's a gripping tale of how CCP saves spaceship data. It's a wild ride through numbers, software modules, and save files. Of course, such technical rejiggering must mean a vast improvement for you, the gamer, right? "What does this new system change for players?" CCP asks. "Visually? Nothing right now actually."

OK, maybe it's a dull dev diary, but there's a much more fascinating video after the break. Promise!

Continue reading EVE shows off Oceanus' features

MassivelyEVE shows off Oceanus' features originally appeared on Massively on Wed, 24 Sep 2014 18:00:00 EST. Please see our terms for use of feeds.

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