state of the game

Meet survival sandbox Miscreated and its 2018 plans

Have you heard of Miscreated? If not and you are a fan of the survival genre, you might want to add it to your list to watch. And just in time to keep up on it, the post-apocalyptic sandbox published its yearly state of the game address to update on the current status as well as outline the development focus for the 2018. It also offers the devs’ Twitter handles so folks can stay abreast of news as it comes out.

First, the team plans on having the core of major systems all in game and leaving early access and entering beta during this year. The focus of features in 2018 includes working toward completing of the game world (Orca Island is currently 75% done), adding farming, introducing new clothing sets (like hazmat and ghillie), improving current vehicles, fixing base-building, adding prone, improving the AI, and more. A Battle Royale mode, which devs note was always in the plans, will not be worked on until after the game leaves early access; the focus this year will purely be on the survival side.

If you want to read more details, check out the official site. And to get peek at what the game is like in its current state, join us on OPTV on Saturday, January 20th, at 12:00 p.m. EST.

Source: 2018 official State of the Game. Thanks to thank BabaGra for the tip!

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RIFT announces ‘prime’ subscription-only server for spring 2018

Challenge servers are so last year. It’s 2018, and RIFT is changing course with its idea for a fresh start by creating a server for this spring called RIFT Prime.

In Trion Worlds’ state of the game post for the MMO, the studio said that discussion and feedback over the challenge server idea led to a slightly different tack, which is to make a fresh start server with a different business model (no lockboxes and a smaller store presence), accelerated progress, monthly milestones, special rewards that carry over to other servers, and an “end” to the server’s run at a designated date.

“We have the opportunity to experiment with this fresh RIFT server using an oft-requested subscription model and progressively unlocked content,” Trion said. “Our goal for RIFT Prime is to provide the experience that many of you have requested: no lockboxes, a significantly reduced store with more of the current store-based items obtained through gameplay (or removed entirely) — plus the excitement of sequential progression through RIFT’s content with monthly milestones and achievements.”

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Camelot Unchained lands $7.5M investment to hasten development: Our chat with Mark Jacobs on funding, VR, and beta one

If you know one thing about indie MMORPG Camelot Unchained, it’s that CEO Mark Jacobs appears to dwell perpetually in internet comment sections amiably sparring with gamers and attracting loyal advocates.

But if you know two things, you also know that the game is late. Really late. The RvR-centric, PvM-free, anti-lockbox, sub-only MMO was supposed to enter beta three years ago, according to its successful 2013 Kickstarter, but studio City State Entertainment suffered admitted setbacks along the way – both hiring difficulties in the company’s Fairfax, Virginia, location and technical hurdles. Much of that has since been rectified; in 2016, the company launched a second studio in Seattle while continuing to hire engineers and spending the better part of a year completely refactoring its character ability code and polishing up its home-grown engine. But here we are in 2018, still mumbling beta when? at Jacobs and his dogged crew.

Well, we’re finally getting an answer to that question and more, along with a significant blast of hope for the future of the game, as CSE has just received a massive cash infusion to speed up development. I spoke to Jacobs at length – he’s infamous for being effusive – about what’s going on with the game and the studio in 2018. Read on for the executive summary!

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Paragon is slowing down because the game just isn’t growing

It’s a good thing that Paragon fans have gotten a detailed and straightforward update on the state of the game and its development future straight from the developers. What may be seen as slightly less good is the context of that update. Put simply, patches and development in general are slowing down because the game just doesn’t seem capable of growing. No matter how many changes are made to the game, its playerbase tends to go back to the same exact size.

This is exacerbated somewhat by the success of Fortnite, which has required additional development staff and has generally served as a major success for the company. That isn’t to say anyone is giving up on Paragon having a future; the development team is working on plans for new approaches to bring players into the game and keep them in the game. For the moment, though, the release cadence is going to slow down a fair bit simply because the game isn’t getting any bigger. Here’s hoping that the team finds the growth trick the game is looking for.

Source: Reddit

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Ship of Heroes expands its dev team, updates gallery of new mission maps

Last week, Massively OP’s MJ Guthrie and our community were treated to an early preview of Ship of Heroes – specifically, two mission maps, one of which nobody had peeked at before – along with a detailed chat with the devs on the state of the game.

New information just since last week is the detail that Heroic Games has added “several” new employees to the dev team – chiefly coders, animators, graphics designers, and 3-D modelers. “Several of these colleagues joined us in Q3, but we’ve been racing to get so many things done that we kept putting this off,” CEO Casey McGeever writes. “But now we have the roster updated. Of course we are adding some additional members to the team shortly, so there will be another update in a few months.”

We’ve included our walkthrough as well as some clean screenshots of the zones we showed off down below.

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Chronicles of Elyria zips past $3.5M in crowdfunding, lays out plans for new year

Thanks in part to the recent “The Free Kingdom of Elyria” promotion, Chronicles of Elyria has shot past three-and-a-half million dollars in crowdfunding raised to settle around $3.58M at the start of the new year.

Speaking of the new year, the team said that it is back from the break and ready to jump into the “adventures” ahead in 2018. “Our next adventure is focused on providing a sense of identity and corporealness to the characters in Chronicles of Elyria,” the team said. “There will be three major quests to tackle this time around, revolving around character customization, the inventory system, and collision.”

Soulbound Studios promised to show progress in these three areas soon and will be delivering a state of the game post to bring the community up to speed. Perhaps we will hear as to whether or not the studio has managed to find a publisher and when Alpha 1 testing will commence.

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LOTRO Legendarium: Looking back at the road we traveled in 2017

“The road goes ever on” is one of the most well-known phrases from Lord of the Rings, alluding to the ongoing journey of the characters, life in general, and even the fandom that poured out of this franchise. That road took us through 2017 and one of the most interesting years for Lord of the Rings Online since the MMO’s debut in 2007.

After all, this was the first year that saw Standing Stone Games handling the title since the studio’s formation in 2016. We lived through the 10th anniversary, went to Mordor, and lived to tell the tale. It was a year of ups and downs, of mistakes and successes, and one of continued life for LOTRO.

As we walk down the road and get ready to cross the border from 2017 into 2018, I felt it would be appropriate to look back at the year that was and the road we traveled. What great memories did you make in the game — or the game made for you — this year?

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Flameseeker Chronicles: A Guild Wars 2 2017 column retrospective

Welcome along to a rather festive retrospective in which I sum up 2017 for both Guild Wars 2 and Flameseeker Chronicles! A large glass of buck’s fizz and a good helping of homemade Christmas cake have fuelled the writing of this article, though I didn’t need cheery holiday snacks to brighten my Boxing Day morning when I had so many articles to look back on and a huge amount of excellent gaming memories to reflect on. Once the festive season is over, I’ll write up my predictions for 2018 and will revisit my 2016 crop to see if I was in any way accurate, but for now I wanted to reflect back on a year well done.

In this edition of Flameseeker Chronicles, I’ll revisit the milestones that made it a great year for GW2 and the content spawned from them, hopefully finishing my reminiscing with a solid picture of how the year refined the game and what direction ArenaNet might take in 2018. This will be a useful rundown for those of you who might have missed some entries along the way and wish to get to the good bits while enjoying any festive time off you have. Enjoy my musings and have a very happy holiday season!

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Guild Wars 2 outlines its plans for forum chats next year

Would you like to have Guild Wars 2 developers arrive at your home unannounced to talk with you about various issues with the game? Probably not. Thankfully, that is not what the development team is planning for next year; instead, they’ll be hosting a series of forum chats running for about two hours, with members of the team stopping in to talk with players, answer forum threads, and generally provide insight about the state of the game.

It’s important to note that all of these discussions will be focused on the game at the time of the chat, rather than being predictive. It’s almost inevitable that certain forward-looking moments will happen, of course, but those are the exception rather than the rule. But if you’re mostly concerned about getting to find out more of what’s going on behind the scenes and why, well, you’ll have your chance next year starting in February.

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Destiny 2 acknowledges ‘betrayal’ over XP adjustments and studio silence

While stopping short of an actual apology in this week’s Destiny 2 state of the game post, Bungie acknowledged that players have been greatly dissatisfied over the recent event and subsequent stealth XP changes.

“Last weekend, we disabled a scaling mechanism that adjusted XP gains up and down without reflecting those adjustments in the UI,” the studio said. “Our intention was to keep slower-paced activities as rewarding as high intensity grinding without confusing variations in displayed XP values, but the silent nature of the mechanic betrayed the expectation of transparency that you have for Destiny 2.”

The theme of more transparency and communication from the development team ran through the remainder of the post, which also focused on some of the upcoming improvements to the online shooter. These include a new weapons tier, improved vendor rewards, armor ornaments, better rewards for group events, Crucible private matches, making shards useful, and giving players more options to obtain the rewards they desire.

Source: Destiny 2

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Fractured tops 5,000 registrations, progresses toward Kickstarter and alpha

Its team might be miniscule, its alpha more than a year away, and its funding still unsecured, but Fractured is powering ahead as best it can to lay down the foundations for this sandbox MMO.

Fractured’s first state of the game was posted on Monday to bring fans up to speed on what’s been done since the title was announced earlier this year. While some systems (including many sandbox elements) have yet to be initiated in development, the two-person crew has already pulled together a core of this MMO, including movement, action combat, backend infrastructure, an authentication system, pathfinding, and a prototype of the Knowledge system. The devs attribute their quick progression on the project of the use of Improbable’s SpatialOS platform.

The team said that over 5,000 fans have registered accounts so far from 100 different countries. “We’re glad of how far we’ve gone in barely over three months with such a small team of coders, and we’re excited to think of how fast we’ll become once the project receives proper funding and our devs at least double in number,” the devs said. “Looking at our development speed so far, the fact there’s still one year left to the planned start of Alpha 1, and the fact a Kickstarter and subsequent team expansion are going to happen in between, we’re confident we’ll deliver all that’s been promised.”

While it will be a while before fans can try out the game for themselves, the dev team did promise to release some actual screenshots and in-game footage to give people an idea of what Fractured looks like.

Source: Fractured

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ROKH updates fans on the process of examining and improving the game

Another four-week silence from the ROKH development team has been broken by the latest update on the state of the game. The last lengthy silence was apparently the result of a legal dispute, but this one was just a matter of identifying and hopefully fixing a variety of bugs and issues within the game. Both teams involved with the game have been picking through the code and identifying issues, trying to compile build times, understand some of the tangled mess within the code, and make the whole thing work better.

Among the main issues explored are freezing problems when players would attempt to alt-tab to another window and crashes while exploring the map, both of which could be… well, rather serious long-term problems. The current plan is to roll out an improvement patch in December for NDA testers, so if you’re still eager to see what this Mars-based survivalbox has to offer, you’ll need to wait a little bit longer.

Source: Steam

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Exclusive: Indie sandbox El Somni Quas state-of-the-game dev diary

It’s been a hot minute since we heard from El Somni Quas, the indie sandbox from a Czech studio that cut its teeth on Ultima Online emulators and is porting its ideas into its own game with 3-D sensibilities. There are two reasons for that, as developers Jiří Wallenfels and Zbyněk Juračka explain.

“We have promised to produce a functional alpha test till the end of the year, so we are trying to finish off individual steps needed for launching the first gaming client,” the team says. “Secondly, regarding the world, not that many things are being built to create new scenes. We’re trying to perfect the scenes already built; the roads, rivers and most of all, we are trying to maximize FPS. Right now, we’re writing from our ESQ team meeting in Prague, trying to optimize the next steps.”

Wallenfels has kindly granted Massively OP another exclusive dev diary that’s a sneak peak into the current state of the game. We’ve included the whole piece down below!

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