j todd coleman

Crowfall gets so popular it overwhelms its own code

Every MMO wants to be popular. You get to sit at the nice lunch table and everyone talks about how cool you are, all great stuff. But Crowfall hit an odd tier of popularity with its latest patch. The good news was that the game had more testers in-game and playing than ever before, but the bad new was that the game had so many people playing that it hit several hard-coded faction limits that had been added in previously. Studio head J. Todd Coleman tweeted about the snafu and promised that changes were being made to support the influx.

Of course, if you’re not having trouble with that – perhaps you’re at work right now and couldn’t play anyhow, for example – you can still enjoy the time-lapse video below of art lead David Greco putting together concept art for a statue of the goddess Yaga. She’s scowly and angry, and you can watch each brushstroke come together to capture that! It’s a fun video.

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Crowfall comes alive with its new day/night cycle

It’s amazing how something as simple as days turning into nights and vice-versa can serve to transform a static setting into a living, breathing world. ArtCraft hopes that its new day/night cycle will help to immerse players into Crowfall’s campaign settings when it comes with Patch 5.7. The studio previewed the new tech, showed off hunger crystals, and answered yet more player questions in the May dev video.

Ten Ton Hammer recently caught up with ArtCraft’s J. Todd Coleman to talk about Crowfall’s progress. “We’ve been working hard on filling out our checklist of Races and Classes (plus over 100 Disciplines, which act like sub-classes),” Coleman said, “as well as filling in all of the game systems. We have a full array of powers and power mechanics (mana, stamina, rage, energy, pips, you name it), crafting (with about a thousand unique recipes, I think?), harvesting and group harvesting, territory capture and castle destruction… the game isn’t done, obviously, but there is a LOT of game there.”

Coleman said that ArtCraft’s team is up to around 45 employees and is focused on Patches 5.6, 5.7, and beyond.

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Crowfall’s fly-on-the-wall series shows you how the team is making unique campaign worlds

The second part of Crowfall’s video series is now up which covers the world-building strike team and its efforts to come up with the best possible solutions for the PvP MMO’s campaign worlds.

“Today’s video wraps up the world-building strike team meeting where Creative Director J Todd Coleman, Environment Art Lead Jon O’Neal, Game Designer Jonathan Pollard, Senior Game Designer Brandon Robertson, and Principal Technical Designer Thomas Eidson discuss the particulars of procedural world generation,” ArtCraft said. “This little-discussed system will allow us to easily make unique campaign worlds.”

Make sure you’re caught up on the first part of this video series and head past the break for part two!

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Crowfall lays the foundation for future systems

While ArtCraft is busy at work shoring up the fundamental systems that will make up Crowfall’s core gameplay, the studio also has to lay the foundation for future features — some of which might not even be thought of yet. At the core of this month’s developer Q&A video is the debate between what’s needed and what is merely wanted.

“Could we do it? Yes,” said Creative Director J. Todd Coleman of a requested feature. “It’s one of those situations where I’m not convinced that the juice is worth the squeeze. It’s not a thing we have to have for release, and I’m trying to concentrate mostly on stuff that we have to have for release. Once the game is out and, in theory, profitable, that means on an ongoing basis we can add stuff forever.”

Among the topics covered this month are the mechanics behind stealth, race and class skills, vendors, and Crowfall’s death system. Give it a watch after the break!

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Crowfall’s new hires bring studio to 45 people as ‘complete game loop’ testing is mapped out

Let’s talk about money. Specifically, let’s talk about Crowfall’s money. ArtCraft is doing just that in a dev blog out today.

Referencing the $6M cash injection it picked up from investors at the tail end of 2017, the studio says it’s hired 10 new studio members in addition to a pair of contractors, all of whom were apparently “first choice” candidates for their jobs. That’s brought the studio up to 45 bodies.

“As a result, we now have more throw weight in Art, Design and Engineering,” J. Todd Coleman and Gordon Walton write, “and it also means we’ve started our ‘Live team’ hires (beginning with Operations, and continuing over the next few months with additional folks in Customer Service and Marketing.)”

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Crowfall studio ArtCraft just raised another $6M from investors to launch the game

Lest you be dispirited by the fact that Crowfall’s soft launch isn’t going to make 2017 as promised (after also not making 2016), ArtCraft has a post up today outlining all the things the team did accomplish this year. And one of those things happens to involve acquiring another chunk of cash from investors.

“After a lot of discussion over the summer, we decided to do a larger raise to expand our game content, cover all launch expenses and to have enough funds to drive a respectable marketing campaign at launch,” J. Todd Coleman and Gordon Walton write today on the official site. “We believe this is the right approach, so we pitched it to our investors. They agreed. We are delighted to announce that on December 1st, we closed another financing round for an additional $6 million. This money will be used to fund the completion, launch and marketing of Crowfall. This means we’ll be hiring a few more people, we’ll be able to invest more in our live infrastructure and support more players; and we’ll be able to get some real attention once the game is ready.”

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Crowfall: ‘You don’t have to get into the stats to have a good time in this game’

Crowfall’s J. Todd Coleman and Billy Garretsen are back for another ACE Q&A – you can pretty much mark the months by these things. December’s edition is all about the user interface.

Garretsen says that the UI’s undergone a “pretty big shift” and now has a weighty side-docked UI element that merges the character’s stats, gear, and inventory, a little bit like the UI design in OARPGs like Path of Exile and Diablo. The idea is to boost visibility of the most important UI elements and clarify the game loop and how each piece of your character interacts (as well as deflect criticism that the game felt like a MOBA, and it really shouldn’t given how much goes into character development).

Don’t panic, however, if you just want to play without fussing too much with the numbers under the hood that are less under the hood with the test build’s latest update. “You don’t have to get into the stats to have a good time in this game,” Garretsen assures watchers. The whole Q&A is below.

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Crowfall opens up dozens of race and class combos

It’s a good time to be a Crowfall pre-alpha tester.

The select elite are being treated to a new build today that adds in all of the new class and race combinations that the developers have been discussing for months. As Patch 5.3 wraps up, players can try out the dozens of additional race and class combos in one of the new persistent campaign settings.

Creative Director J. Todd Coleman is happy to see two of the game’s core systems come together: “Now that Campaigns are live, we can start testing the new race, class and discipline systems. Players can now experience an unprecedented level of character building. Dozens of unique race/class combinations and hundreds of weapon styles and subclasses allows for millions of unique character combinations. It will be possible for players to design a character build that has never been tried before.”

The patch also improves visuals across the game, beefs up monster AI, and revamps the character creation and skill training systems.

Source: Press release

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MMO biz roundup: The voice actor strike, e-sports crime, CCP VR, Crowfall, and new acquisitions for Tencent, EA, and Nexon

Let’s end the week talking about money. What could go wrong?

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Crowfall explains castle wall construction, addresses patch 5.3

Chances are that all save but the most architecturally nerdy among you don’t find walls, panels, and sockets a particularly exciting topic. But your opinion on this might change when those elements are put together to form a protective and useful barrier between you and an army attempting to send you back to the spirits.

In a new developer blog, the Crowfall team shares some of the advances that it has made when it comes to castle wall construction. These improvements include allowing players to seemlessly connect parts together and select certain “panels” that can be used as windows, arrow slits, support beams, and doors. This way, not every castle wall you encounter will be the same as all of the others.

J. Todd Coleman also gave an update on what’s happening with the next big patch: “I want to say that I know you guys are waiting for 5.3. Obviously, it’s taking longer than we would like […] The version still isn’t quite ready, but it’s getting closer on a day-by-day basis and we’re hopeful that soon we can get a version onto the TEST environment, which of course is a pre-cursor to bringing it to LIVE.”

Source: Crowfall

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Crowfall demos more action harvesting, starts taking guild name reservations

Crowfall isn’t content to make gathering as dull and repetitive as in other MMOs, which is why the team is putting great stock in its so-called “action harvesting.” This system has come under further refinement following its introduction a few weeks back, and the devs were on hand this week to demonstrate why you’ll need to be on your toes when you’re cutting down that tree or scrounging through that bush.

One of these refinements is the addition of “energetic harvesting,” a skill that uses the new action pips to trigger buffs during the process. Players were also shown several of the optional disciplines that a character can equip, such as Logger, Quarryman, Lookout, Hoarder, and Survivalist.

ArtCraft informed the community yesterday that it has started to send out instructions for guilds to reserve their names. “Hey, Crowfall Kickstarter backers: Watch your inbox for guild name reservation info. Newer backers can reserve guild names in November,” the studio posted.

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Crowfall clarifies Kickstarter ‘proof-of-concept’ statements

The folks at Procedural Worlds have a new interview-slash-testimonial from Crowfall Lead Environment Artist Jon O’Neal, in which he talks up that company’s enviromental design tools as employed in the service of building the Crowfall world, but he also talks a bit about the game’s 2015 Kickstarter and the point of the platform. O’Neal opines that the game’s Kickstarter was not about getting money and then making a game. “That’s not really what Kickstarter’s about; it’s to show interest to the real investors,” he says, since whatever Kickstarter brings in presumably won’t actually cover the game, just a “proof of concept.”

We reached out to ArtCraft about the statements for clarification, as we were unaware that the Kickstarter was intended to fund a proof-of-concept. That’s because it wasn’t. ArtCraft’s J. Todd Coleman told us that O’Neal simply misspoke on camera.

“The goal of the Kickstarter wasn’t a ‘proof-of-concept’,” he told us. “We already had a proof of concept: That is what we showed in the campaign’s video. The stated goal of our Kickstarter campaign was to build a ‘core module’ of the game. A proof-of-concept usually includes a fair amount of throw-away work, whereas the core module is the foundation of the actual game. It was created using parts of the PoC + a ton of new systems and content.”

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Crowfall’s class/race retooling requires significant animation work for ArtCraft

ArtCraft Creative Director J Todd Coleman and Senior Animator Eric Doggett are back for another lengthy Crowfall Q&A, discussing upcoming cons and and getting the campaign test server up. “We are rapidly approaching the point where we can actually run a real campaign,” Coleman notes.

The duo also touch on the 5.3 race and class update and the extensive animation and rigging work required to make the team’s relatively new plan to more or less map most classes to most races. This is a big deal, Coleman says, as a lot of money and time is going into the animation efforts.

“Take a character – let’s say, the human knight – it took us two man months to make,” Doggett explains. “Just for the animation part” — not the models, textures, power design, or the testing itself. The studio’s current tool, however, can cut that process down to five to ten days, speeding up the process.

The whole episode is below.

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