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Colony simulation MMO Seed blasts you into space in its brand-new pre-alpha teaser

We’ve been keeping an eye on Klang Games’ MMO Seed since at least last year, when the studio revealed its single-shard simulation mechanics and use of SpatialOS. It looks as if the game is making some progress, as Klang has a fresh blog post up today with a “teaser” of the game’s current pre-alpha build.

The video shows tiny colony vessels shooting out from earth and setting up camp on other worlds as the humans spread out and build civilization from scratch, from tents to villages to big cities across the new planets. It’s cute and might remind you of a cross between The Sims and Spore, in an EVE Online-like setting, which won’t surprise you as its founders have CCP Games pedigrees.

The company further announced today that it’s raised another $8.95M in Series A investor funding, bringing its total investment to $13.95M.

As of autumn last year, external testing was planned for this summer; it’s not clear whether that’s been delayed or this teaser is a precursor to a test. A few months ago, the devs “no comment”-ed on the topic of release.

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Camelot Unchained nears beta as its crash rate drops to ‘acceptable’ levels

“From what we’ve seen so far, we’re in really good shape.”

Mark Jacobs hasn’t given us a firm start date for Camelot Unchained’s Beta 1 yet, but from the sound of his recent livestream, it’s getting really close.

The crash rate for Camelot Unchained has dipped into the “acceptable” range for a beta test, with the average player being able to stay in game for up to four hours without a crash. The team expects that this rate will improve even further for Beta 1, especially as it is trying to “break the build” by stressing the server and testing its capabilities.

Get the full report after the break, with the livestream starting at the 7-minute mark and the talk from Mark Jacobs at 16:40.

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Ashes of Creation’s subreddit has been taken over by Intrepid Studios

Concern and alarm has been raised among the Ashes of Creation community this past week as four members of Intrepid Studios, including CEO Steven Sharif, were granted moderation privileges for the AoC subreddit.

While not unheard of for a studio to be in control of a community subreddit, the potential conflict of interest usually prevents devs from moderating their own game’s community sites. What is far more usual, and what the Ashes of Creation community is now calling for, is that the developers be given special “flair” or tags on the subreddit but stripped of their moderation privileges. With the devs in charge, there is worry that censorship and shameless self-promotion will run rampant.

Steven Sharif addressed the situation with this post: “Yesterday, the owner of this sub Julius messaged me on Discord and offered to return the sub to our control in the hopes of giving the sub to a mod team that had the time to dedicate the tender love and care the sub deserved. I accepted, and will be including the volunteer mod team from the Ashes Discord in the moderation of this sub. With that, I will also become more active on the sub from a discussion standpoint and perhaps schedule an AMA as well.”

Source: Reddit. Thanks Bob!

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Reign of Guilds shows off environments, castles, and magic in latest dev blog

The latest dev blog for Russian indie dev Atlant Games’s upcoming Reign of Guilds has a veritable smorgasbord of detailed information about various facets of the game, ranging from the technical tools being used to create the open world to the game’s magic system and more. A great deal of the blog post is devoted to discussing the design and creation of the game’s open world, detailing the tools the devs are using in order to generate the world’s mountains, forests, streams, and other natural splendors. It also takes a look at the first of the game’s counties, called Daerkunn, which the blog post says is about 50% complete.

The dev blog also delves into the construction of the castles that will play key roles in the game’s guild-vs-guild warfare. From simple wooden outposts to grand stone citadels, the team is aiming to provide a diverse array of locations for players to kill each other over. In addition, the post highlights some of the elemental magic players will be able to wield as well as detailing the game’s inventory and trading systems. If you’re interested in checking out this behind-the-scenes look at Reign of Guilds’s development, you can check out the full post over on the game’s official site.

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Global Chat: Looking back at World of Warcraft’s Legion

Now that the next World of Warcraft expansion is almost upon us, it’s time to say farewell to Legion and all that that entails. MMO blog Leo’s Life took some time for a retrospective that examines the highs, lows, and patch rollout over the past two years.

“Aside from the penalties to alts, I think Legion delivered an amazing package,” he said. “The timing of content release was good, the content was relatively bug-free, the lore was solid, the flows inside each zone worked… it was all rather seamless.”

We’ve got plenty of additional MMO essays for you after the break, covering topics such as player housing, grouping, events, ageless MMO thrills, and more!

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Betawatch: Pantheon: Rise of the Fallen kicks off character creation (July 13, 2018)

It’s important in an MMO to feel like you own the bundle of stats and spells that you lovingly refer to as a character. Pantheon: Rise of the Fallen has taken a step toward improving that feeling with the first version of its character creator, just patched into the game’s test client. Hooray for making characters!

Meanwhile, Defiance 2050 has moved out of its test phase and into full-on relaunch territory. Hooray for launches!

There has been some other beta movement, too. Some of it is rather silly. Cases in point:

So, somewhat silly, but rather quiet. Not a bad week! We’ve got our usual list of games in development just below, and as always we appreciate anyone letting us know if something swapped phases without us noticing down in the comments. It’s very kind of you.

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Blossom and Decay offers emergent narrative in an anything-goes sandbox

In the market for a full-loot, retro-themed MMO sandbox? Your specific tastes may be satiated by Blossom and Decay, an up-and-coming MMOARPG that will offer crossplay between PC and mobile platforms.

The team is designing the game so that players, not developers, provide the core content: “Instead of scripted quest-lines in the game, players fashion their own narratives through a wide set of social mechanics and external PvE pressure. The world’s story is constantly molded by its citizens. […] Everything is created and arranged by the players wherever they choose, from buildings and roads to respawn-points, quests, goods, trade and the laws of the land. Players will toil to imprint their history in this virgin world.”

In one interesting twist, the game allows for automated offline play in which a person’s character will continue to execute activities by itself.

Currently, Blossom and Decay is enjoying some additional promotion from Square-Enix Collective. The team is lobbying fans to vote for the title to gain support going forward.

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Identity’s town module — with player housing — is about ready to go live

While the idea of a mere “town square” taking up the total landscape for an upcoming MMO test might seem small, that’s only the case if the game in question isn’t Identity. If it is, then you should expect a huge amount of detail and content packed into this “social gameplay module.”

Part of that content is player housing, which will initially take the form of purchasable apartments. The team is currently putting the finishing touches on the housing system (at least for this version), promising players that they will be able to tour all of the apartment types before they make a decision to buy.

Identity has raised $1.26 million to date from 28,152 backers. These are pretty patient backers, too, since the promised town square module has been repeatedly delayed. Check out some housing goodness below!

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The Stream Team: Working through Outpost Zero pirate invasions

Massively OP’s MJ can’t seem to get much base building done in Outpost Zero because she keeps being interrupted by rude pirates! She’s not about to let that deter her from building her compound and amassing a robot army. Tune in live at 9:00 p.m. to see how much progress she can (and the alpha itself has) made.

What: Outpost Zero
Who: MJ Guthrie
When: 9:00 p.m. EDT on Wednesday, July 11th, 2018

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Pantheon rolls out the first iteration of its character creation system

Pantheon: Rise of the Fallen’s pre-alpha test continues to progress forward, as the team just patched in the first version of the MMO’s character creation system this week. Six of the nine playable races for the game have been modeled and textured so far. These include male and female versions, because genders aren’t just cosmetic!

This month’s newsletter introduced players to the Giganaa, massive giants who tower over players and buildings. No doubt, they will make for fine targets with deep loot pockets in the future.

One project that the team has been working on is expanding class functionality in Pantheon. “Short term, I’ll be adding special support for all the other player classes. Today that means getting all the cool special ranger functionality into pre-alpha. Long term, I’d like to help us redefine what it means to play an MMORPG,” said Senior Programmer Jason Weimann.

Source: Pantheon

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Interviewing Frostkeep’s CEO as Rend announces July 31 early access

Are you looking for a new way to survive? It’s coming. We’ve watched as Rend wandered down its closed alpha path since May, but now the unique survival game is inviting everyone to join in the journey as it makes the turn to beta. Starting on July 31st, Rend launches on Steam early access. Those who want to try the three-faction, pet-taming, base-building, win condition experience can grab the buy-to-play title for $29.99 and dive right in.

What will that one-time purchase get you? I sat down with Frostkeep Studios CEO and co-founder Jeremy Wood to talk a bit about the experience players will have jumping into early access.

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Ashes of Creation handles world persistence and local economies in its own fashion

With a rapidly expanding studio and Alpha One coming later this year, Ashes of Creation is shaping up to be one of the great hopes of the MMORPG industry these days. PCGamesN has a piece on the technical development of Ashes of Creation, in which the team talks about using Unreal Engine 4 to create the persistent massively multiplayer environment. Currently in Alpha Zero, 2,500 players are romping around in a 16×16 kilometer zone that offers limited progression. This is due to expand, however.

The team also discussed how Ashes will be similar to EVE Online in terms of its economy: “A similar aspect with regards to our economy is that we don’t have a global auction house. We don’t have a global warehouse for resources, so while you may be able to put your staff or your sword in your warehouse and grab it somewhere else, you can’t put iron ore [in there] and grab it somewhere else.”

The dev team recently posted a new video showing off some of the environments that future lucky Alpha One testers will enjoy. Might as well tantalize yourself by viewing it after the jump!

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Interview: ArtCraft’s J. Todd Coleman on prepping Crowfall’s Artisan Engine for the broader industry

Yesterday, Crowfall studio ArtCraft announced it was spinning off a brand-new company dubbed ArtCraft Technologies that would basically turn Crowfall’s engine into a marketable product for other studios, “providing game developers with turnkey technology solutions for creating large-scale Massively Multiplayer Online games.” We had opportunity to chat with ArtCraft Creative Director J Todd Coleman about the move and what it means for the studio and genre. Read on!

Massively OP: So to start, we’re curious about the “why” behind the new studio. Is ArtCraft thinking of this venture as an extra revenue stream for the company? Or is it trying to encourage more MMORPGs – or maybe both?

J. Todd Coleman: This wasn’t originally part of our plan. In the last 12 months, we’ve had a few different studios contact us to see if we would consider licensing our technology. The more we looked into it, the more it made sense. The additional revenue stream is great, obviously, but that has to be balanced against the potential distraction. We wouldn’t have done this if we didn’t see it as a great strategic move for the company, and a chance to leverage what we’ve built into something much bigger.

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