November Live Webcast on the CoS Journal, Part 1
We ran the next live Webcast, this one on the Citadel of Sorcery Journal. Because there was so much to go over, we split this into two parts, and this was the first of those. In this one we went over the Map tab, Story tab, Missoin tab and General tab. Below is a screenshot from the design of the map tap of the Journal. The video of the webcast is up on Vimeo for all of our Patron 250+ people. And, we are slowly releasing the prevous webcast videos to all of our Patrons.
Dev Blog update availble for 3rd Quarter, 2015.
We have posted the latest development blog on the MMO Magic, Inc. company website. You can read about our progress on the Citadel of Sorcery MMORPG project, it's been a pretty exciting quarter of development! You can find the article by going to the www.mmomagic.com website, or just click here. Below is a picture of the new ground cover system working in the game. You can read more about this new system in the dev blog
Dev Blog update availble for 2nd Quarter, 2015.
We just put up a new Dev Blog, going over progress on the making of Citadel of Sorcery. If you don't already know, we have run this Blog continuously since we started making the project many moons ago. We have tried to keep players informed as to what is taking place in the development of the game, and have been making quarterly (approximately) entries into the blog with a breakdown of what has happened in the past three months or so. The 2nd Quarter Dev Blog can be accessed via the www.mmomagic.com website, or by just clicking here for a direct link.
Trident3D, version 2, game engine
If you don't already know, Citadel of Sorcery is the debut game for the Trident3D game engine. Recently the code engineers at Atlantis3D, Inc. gave us version 2 of the engine. This is a complete re-write, nearly from the ground up. It has everything we used to have, plus it is now a physically based renderer,. The engine also uses a proprietary rendering system that combines different types of rendering techniques into the same engine, all done simultaneously. This allows us to have high res textures and details close up, and yet look out over vast vistas of the terrain, where every tree, bush and plant is unique, without having to fog it out in the distance. This new PBR system gives our models (and world) a much more realistic look, with much higher levels of detail. Even older art looks much better now (and due to this engine upgrade, we are busy replacing almost every piece of art to take full advantage of this new system).
Here is a comparison shot of the old engine vs. the new, using an original building so that it is a fair comparison (since the old engine can't even load the new art we are doing). The shot on the left is from the old engine, the shot on the right from the new one. Go to our Facebook page for a more detailed description and for more and higher res images, or click here to go there now.
Development Briefing: February 2015
Our next Patron Team Development Briefing took place in February, 2015, going over progress on the making of Citadel of Sorcery. Besides our overview of each department and progress, we also revealed the underlying nature of everything in the game world. This is something we have not discussed outside of the development team up until now. This affects everything about the game and how it is played, so we are keeping this under wraps for the time being, but we thought that we would get some input from players, and who better than our Patron Team? We started with the Patron 1000+ members, but we will, of course, be revealing this to the other Patron level donators, as well as all players eventually (closer to Alpha).
There was some good feedback, and some good questions. The biggest concern they had was that players would have a hard time changing from what they know to a new kind of game play and system. This is a valid concern, but one that we already anticipated. The thing is, CoS will be breaking a lot of new ground across the board. The whole idea of the game is to give players something more and get away from the standard MMO clones they have been playing, and getting tired of, for years. To do this we must offer new things; and players will have to learn a few things to play the game. In order to make this transition as easy as possible, we are designing several tutorial systems right in the game world, as part of the story. These tutorialscan be skipped, but we will highly recommend that players go through them and learn all about the new options and systems in CoS. If they still choose to skip then, so they can get to the rest of the game faster, that's OK, they can go back and do any of these tutorials at any time.
Secondly, we plan to introduce some of the advanced options in combat and other areas slowly, giving players a chance to learn a few new things, before we give them even more options. This also includes how we introduce NPC tactics. Our monsters have varying intelligence. This means that the smarter the monster, the more tactics it will employ, including starting to use true group tactics against players But we will let you crawl before you need to run. But once it all unfolds, players will have a much richer game, with more to do, including more options. We think that people underestimate players, and what they are capable of doing in a game, and we want to let the players of CoS shine.