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Seed + Vanguard: Saga of Heroes + Gods & Heroes: Rome Rising + Pirates of the Burning Sea + Stargate Worlds + Warhammer Online: Age of Reckoning News

  • The January Community Update is up at Flying Lab's community portal for Pirates of the Burning Sea. What do these auspicious developers have to say? They said this - "Hold me closer Tony Danza."

    Really? No not really. This is really what they had to say.

    User Content Update: Now with More New!

    There is a lot going on in the world of User Content, and these updates are just the tip of the UC iceberg.

    New Steering Committee Member!
    Bracegirdle has accepted an invitation to join the User Content Steering Committee! An active and productive member of the User Content community, we are very pleased that he has agreed to join us as we continue to grow and improve the UC program. Welcome aboard Bracegirdle!

    You'll have to click on the link to read the rest of it.

    Interested in Pirates of the Burning Sea? Get More News and Info Here!

    News
    Tue, Jan 24, 2006
    Awenyddion
  • With the game into Beta 2, everyone is on the edge of their seats to see what will and will not happen with this game. MMORPG.com was lucky enough to get an Interview with Brad McQuaid CEO of Sigil Also they have 2 exclusive screenshots for your purveyance.

    MMORPG.com: Can you explain how raiding will work in Vanguard, given that there is no instancing? Would it be fair to assume that there is a very large amount of raid content?
    Brad McQuaid:

    The majority of content in Vanguard will be group-oriented, with the minority being aimed at either more casual gameplay or the opposite, raiding. I don’t have exact numbers, but perhaps 60% or more of the content is targeted at the grouping audience, with another 20% or so at the more casual and then another 20% at raiding. The way to get around the need for “instancing” is simply to have enough content. There needs to be a lot to do, and a large world in which to do it. We plan to achieve this by creating a huge, seamless world, with every square foot filled with points of interest, quest content, and a myriad of dungeons.

    By having both a large world and a lot of content, including huge dungeons designed to support multiple groups at the same time, we are confident that instancing those areas won’t be necessary. We feel that instancing removes the opportunity to socialize with other people, or to just stand back as an observer and watch a large group in an intense battle. We do appreciate though that people don’t want senseless downtime and we have a trick up our sleeves on this very point that we feel large groups will love.

    If you love Vanguard: Saga of Heroes, You'll LOVE our Vanguard Site!

    More News and Info on Vanguard: Saga of Heroes

    News
    Mon, Jan 23, 2006
    Awenyddion
  • The CEO of Runestone Game Development talks about the danish MMORPG ‘Seed’, which neither uses a combat-system nor standard quests. Can’t work? ‘WoW’ is the spearhead of innovation? Then you should read further which interesting alternatives ‘Seed’ might offer – and to what kind of player this game could be adressed.

    Apropos swords: As you just said, ‘Seed’ does not have a combat system at all. No elves, dwarfs, dragons - and no battles. What is the clue behind your thoughts. Or are you just crazy?

    We are quite crazy. It helps in this business. We are not crazy enough though, to think that we can beat the likes of Sony and Blizzard at their own game, so we decided to cater to another segment of players instead. We want to be a game that caters primarily to role players, secondarily to crafters. Also, this is the kind of game we really want to make. If we put in a combat system, this would risk to move the focus away from role play and crafting.

    Crazy... crazy like a fox! Will seed breathe new life into the MMO standard? Read it and decide for yourself!

    Read Here for More News and Info on Seed

    News
    Mon, Jan 23, 2006
    Awenyddion
  • You can find a Mini QNA with Pirates of the Burning Sea Devs Flying Labs at GamerGod.

    Q: With the ability to form guilds, will there be a possibility to have an intra-guild co-operation, such as guild A allying with Guild B to hunt down pirate guild C, and get some benefits such as an allied chat channel or the like?

    A: We’ve talked about alliances, but don’t have explicit plans to do this in R1. It isn’t hard, it’s just not on the schedule.

    Very short answers.

    More News and Info on Pirates of the Burning Sea

    News
    Tue, Jan 17, 2006
    Awenyddion
  • New Treasure at MMORPG.com! Flying Labs has sent them two new exclusive Screenshots of the upcoming Pirates of the Burning Sea. Go check them out!

    In the meantime, take a look at other news and info on Pirates of the Burning Sea!

    News
    Fri, Jan 13, 2006
    Awenyddion
  • Development back on! My current favorite developers have put New Screenshots on the Official site. Go take a look.

    Other News and Info on Gods and Heroes: Rome Rising

    News
    Fri, Jan 13, 2006
    Awenyddion
  • Gamezone has the first production diary for Warhammer Online By Destin Bales, Content Director.

    Ten thousand pages. That’s my best guess at the amount of finalized documentation that our content team will produce before the launch of WAR. We should start an office pool, or a printing press. Ten thousand pages for a game based on an existing property rich with detail. I can only imagine the number of pages we’d be writing if we were coming up with a world of our own!

    What in Sigmar’s name are we writing about in 10,000 pages? Well, way back in the beginning of May 2005 after the signing of the deal with Games Workshop at E3, we started with the basics. You see, pre-production documentation serves several purposes. At the most basic level we outline things like:

    It reads more like a QNA, but hey, who am I to judge?

    More Warhammer Online News and Info

    News
    Wed, Jan 11, 2006
    Awenyddion
  • It's been awhile but Heidi is back with a new log on Portals and the Nav Zone.

    A portal system is a way to more intelligently decide what we draw and simulate within a scene. Basically, we divide the level into a series of “rooms”, which is essentially an group of stuff you expect to see at a single time. Connecting these rooms are volumes called “portals”. Those allow me to tell which rooms I should expect to see from other rooms. So when I’m in a room I can quickly determine which portals I see, which I can then use to quickly determine which other rooms I can see from which I can determine … etc. etc.. Anything not seen is discarded and not drawn. Not terribly exciting, but it allows us to have bigger “play areas” and to allow you to stay in them longer before we have to have a giant load from the disk. One of the problems found along the way was that our art really wasn’t created with this system in mind, so I had to write some code to appropriately split the art along the boundaries of the chambers. While this wasn’t terribly tricky it was gruelingly slow. Hence the part of my job where I go back and make existing stuff work faster.

    The nav zone uses this system but was a bit tricky because it is so VAST. Our normal pipeline for rooms is to simply export from Maya, and then run through a conversion program to get it into the game. Unfortunately the file that got spat from Maya was close to 2 gigs size. When we went to convert it, our machine simply didn’t have enough memory to handle it. In the end we had to redo our process to be more piece meal – processing smaller files which are then added to the overall scene, but cached to the disk instead of wiping out your machine.

    More News and Info on Pirates of the Burning Sea

    Awen goes to studiously brush up on her pirate speak

    News
    Tue, Jan 10, 2006
    Awenyddion
  • Looks like this Comic book like game is going into beta. Beta kicks off Feb 1st so make sure you signup now if you want in on this out of the box game.

    Aarhus, Denmark – January 9, 2006 – Runestone Game Development announced today that applications are now being accepted for beta testing Seed, the premiere genre-shattering massively multiplayer game slated for release in April 2006, with testing to kick off February 1st.
    "We're thrilled about being so near opening Seed to our testers," said Lars Kroll Kristensen, CEO of Runestone Game Development. "This is the first huge step toward launch, and after years of work we're all very excited to begin sharing it with thousands of gamers!"

    In Seed, players find themselves on an alien world in the far future as desperate human settlers who must work together to ensure the survival of their colony and the whole human race. By using their intellect rather than their brawn, players alone will decide the fate of the entire colony, set within a highly mutable and interactive world.

    Beginning February 1st, the testing phase will ramp up steadily toward launch, growing the population from the pool of beta applicants and ending with a stress test in March, where the community will be encouraged to come by the thousands to give Seed a try.

    With groundbreaking gameplay powered by next-generation artificial intelligence poured into a rich, comic-book-style 3D world, Seed truly stands out from the crowd. Learn more about this revolutionary MMG and sign up for the beta test by visiting www.seedthegame.com.

    About Runestone Game Development

    Runestone Game Development is a Danish computer game developer specializing in innovative, story-based massively multiplayer online games. Seed is the premiere title from the company, which is owned partly by the employees, partly by business investors.

    More Info and News on Seed the Game

    News
    Mon, Jan 09, 2006
    Awenyddion
  • Holy Pirates Batman! These guys are seriously ramping up their coverage lately. This is definately good news for a game that has been mired in development crap for the last few years. GameCloud has an interview with John Tynes, Lead Designer and Writer for Flying Labs.

    Gamecloud - First, we have to ask you how the current beta test is coming along?

    John Tynes - At our website you’ll find a new devlog from our QA manager, Misha, on that very topic! We have a couple dozen players in there doing several sessions a week and it’s going very well. They’ve helped us identify some firewall issues we didn’t know about and have been giving us great feedback on gameplay. They’re also having a lot of fun enjoying both missions and PvP battles. It’s a real blast for us, too, to just log in and hang out with some actual players in our game!

    More Piratey Info and News

    News
    Fri, Jan 06, 2006
    Awenyddion
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