Weekly Newsletter [#38]

Introduction

Hello, dear friends! Our team is developing the Project Genom MMORPG and has prepared another traditional weekly report done over the last week. We’d also like to remind the readers that, the PTS servers will open for all players until we update the main game servers. Please, feel free to test everything you read about!

Software

We are work further on the quest system: the very first quests have been uploaded to the PTS servers for testing and revision. At the moment, our team’s main job is to expand the basic quest system, in particular, we add new quest completion options by means of the items stored in inventory, triggers and dialogue responses.

Work on the basic mechanics for wheeled vehicles is almost complete.  The quad bike still requires different improvements and testing, but the software part will be prepared to make the introduction of wheeled vehicles easy and fast.

World

We’ve completed our work on the new biome. This week our team added new unique plants, laid routes for the players’ movement and also finalized the details and effects.

This biome is the last major unique biome on the starting game location. Starting this week, we’ll focus on developing the main game zones and quest areas. It doesn’t mean that there will be no unique objects in the world, but now all created objects and small biomes will fit into the created world and surroundings, and it will often depend on the quests.

This week we started a detailed improvement of some parts in the Wild areas of Avalon.

We’ve started working out the entrance to the dungeon with one of the hardest game bosses.

Character

This week, we’ve finalized the movement controller for the male version of the “Imp” organic cover. As we’ve already mentioned, this cover is a high-level development option available for mutants. Using this cover, the character becomes faster, stronger, and agiler. This cover not only allows you to move much faster than a regular character but will also provide unique abilities.

We have also finalized the “Titan” manipulator. We’ve decided to modify the character progression system, and it leads to improving the Mech and the manipulators as well. In particular, due to technical features, we scrapped the previous version of how the manipulator is placed over the armor. Now they make up a single model that visually replaces an armored suit. In the future, as in the case with the rest of the high-level content, we plan to add different upgrades and customization options for the manipulators. We need to complete these improvements so that we’re able to start animating the manipulator.

Conclusion

Completing our work on all major biomes of Avalon is, no doubts, the main development achievement we’ve reached this week. The game’s 60-square-miles area will include mixed and coniferous forests, giant sequoias forest, plains with high cliffs and mountainous terrain, snowy area, ice lakes, deserts, lava rivers, Avalon swamps, wild alien steppe and many small unique zones. We do our best to make the in-game world diverse yet natural and well-balanced. It was decided in the early stages of development, that Avalon should be similar to Earth. This fact speeds up the development but we can’t resist adding at least some alien features and a portion of unusualness. We hope that you will like the updated world.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:

http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.

Weekly Newsletter [#37]

Introduction

Hello, friends! The game development goes on and we are approaching the most important stage of the last couple of months — adding the quests to the PTS server. This event will mark the point when the project will be added to the main game servers, and will also allow us to engage in further development, including the progression system, the crafting system, the melee and other promised game features. In the meantime, here is another traditional weekly report done over the last week.

Software

The quest system is being improved tested and revised. Now we’re adding the quests to the game to implement the final system testing until we implement it to the PTS version.

We have improved and reworked the crafting interface.

Our team is working on the quad and its implementation into the game. We’ll use it to test the new transport system with improved physics and behavior.

World

Our work on the new biome is nearing completion. We have added all the main objects to the location, have done extensive work on setting up materials and painting the landscape, have added the basic vegetation, the effects, and the lighting. At the moment, we’re adding a few fine details and unique vegetation to the location.

Character

Our team is working on animation for the organic covers that will be used by the high-level characters with pumped-up mutant skills branch of the skill tree. These covers are an alternative to the Mech and the Manipulators. The covers are based on the possibility of rapid body transformation by means of genetic mutations and Arkanium.

Conclusion

We’re maintaining steady development rates and add more unique details to the dame world, new quests and more gameplay possibilities and features. The main content and the gameplay will soon be enough to consider the project as providing good and full-fledged PvE experience. It means we’ll be implementing not only new mechanics and character progression options as well as one of the most important parts of any MMORPG — social dimension and interactions.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:

http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.

Weekly Newsletter [#36]

Introduction

Hello, dear friends! The game development goes on and we are ready to share our weekly report done over the last week.

Software

Speaking of software, improving the quest system’s toolkit and testing it is still our major tasks. Currently, our team is working on the map interaction and system at the whole to make it easier for the game designers to do the further development.

Along with developing new features we’re constantly improving and debugging the already created mechanics. Updating the game and implementing all new features may lead to unexpected bugs that can be found on the PTS servers. This is inevitable, and our dear players are very helpful who watching out for any errors, bugs, or glitches in the test version of the game.

The crating interface is being upgraded with regard to the recent improvements in the system. This is a crucial step on our way to creating systems for crafting and resource collecting.

After numerous tests, it was decided that rivers need to be refined as they were inadequate and inappropriate. Current rivers were made on the basis of a standard road system and had a number of constant problems with collision and material blending in different parts of the river. Another point that led to a decision about improving the river system was a number of technical difficulties we faced when it came to improving the visual part of how characters interact with water. Our team created a separate spline system for the rivers so we created visual interactions between character and water, proper collision, and seamless material. This system also opened the possibility for the rapid creation of the navigation system and the underwater world. Large animation pack needed for this system will be the main difficulty rather than software implementation as you may think. In any case, the new rover system of rivers will be introduced soon and won’t require any changes in the landscape.

World

This week we added a new large location to the game world. Here players will be able to observe the magma eruption at the surface of Avalon. Such burnt-out region of the planet is not very suitable for life, but also attractive for both natural inhabitants of Avalon and various resource hunters.

Character

All Mech animations are now complete and this part of our work is over.

Conclusion

Game development goes nonstop and we are working as hard as we can. Our team’s primary goal is to create a full-fledged game version which we could upload to the main server. At the same time, we constantly expand the in-game world and the player’s possibilities, as well as improve all major project features: from scenario to balance.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project on the base server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:

http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.

Weekly Newsletter [#35]

Introduction

Greetings, friends! This week was marked by one significant event: the first small quest appeared on the test servers. It means that we came even closer to presenting a full-fledged updated quest system. Our team continues its work, and everything goes well as we publish another traditional report on the work done over the last week.

Software

The quest system is being continuously tested and improved. We’re now finishing our work on the interaction between the quest system and the dialogue system as well as the map. The first quest appeared on the test level, and we’re using it to conduct important system tests.

We’ve finished working on ‘stunned’ and ‘knocked down’ stages for enemies and will try to add these mechanics to the PTS in the nearest.

Trog mobs were added to the PTS server’s test location, everyone can test their basic combat mechanics.

One of the most important PTS updates affected item balance for several game items. We are constantly improving the in-game balance with the help of your feedback and the PTS testing results we are very grateful for.

Our team began working on the implementation of the weather conditions dynamic change system. In the future, we would like the weather not to simply revive the game world but also to affect the gameplay. For example, it will be more difficult to move around in a snowstorm, limited visibility will make it harder to see the approaching enemy in time, and there will be a chance for the unprepared travelers to receive the Hypothermia debuff.

World

The small biome with sulfur lakes is now complete. We improved the logic and the details of this area and now we’re ready for writing new quests.

We are engaged in improving various parts of the game world, which is similar to the recent work we’ve done for the desert area. This week, we’ve majorly improved and added details to the river beds.

Character

We are still working on Mech animations. Over this week, we created jumps, landings, weapons system, recharging, independent weapon equipment, several skills, character’s exiting from the Mech, as well as added some effects.

The Mech, like all other high-level equipment (organic covers and manipulators), will be a separate branch of the skill-tree. In this regard, the in-Mech gameplay will have its own features. In addition to the unlocking unique Mech abilities, the players will be able to change the robot’s equipment. Add more armor or additional missiles, strengthen the leg engines making it easier to jump and evade attacks, or put an anti-missile system on your shoulder — all this depends on how you play. We also plan to make the Mech combat system free, attacking with left and right Mech hand with different buttons: click RMB to activate the right weapon, LMB to activate the left one, aim via middle-click, or change these controls to whichever you like. We won’t limit Mech weaponry with only three types of small arms. In our plans, we’ll expand the range of weapons adding various protective field generators, rocket launchers, flamethrowers, silent rifles and so on. For example, you can equip an energy shield and a shotgun, and this combination will let you effectively disintegrate your opponents at short and medium distances. If you prefer hard long-range battle, then we recommend using two long-range rifles with sniper sights after you purge the surrounding area with missiles.

Storyline

Our team has completed, modified, proofread and prepared all the main quests to be transferred and integrated into the game. This week we started writing new side quests and events that will occur in the game world.

Conclusion

Having a full-fledged quest system ready to be implemented in the game, allows us to move to a new stage of game development. Our team will be able to work on new mechanics, as well as finally improve all the quest points in the game world until they are ready for the release, and also add NPCs, opponents, and new missions. We’ll be able to improve the item balance and the combat system even further, testing them on complete locations with the configured opponents and the finalized character progression system. This stage will be the last on our way to the long-awaited update of the main servers on Steam, and we look forward to its completion.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project on the base server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:

http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.

Weekly Newsletter [#34]

Introduction

Greetings, friends! We are getting closer to implementing the quest system and are already testing our progress in this area we’ve made so far. According to our calculations, very soon our PTS testers will be able to get to know the new system and help us with fixing all possible flaws. In the meantime, we publish another traditional report on the work done over the last a week.

Software

We are very actively engaged in internal testing of the quest system. Our main priority is to find and fix the most critical bugs.

At the moment, many of you may have noticed that some of the mobs on the PTS servers aren’t functioning normally. This is related to the ongoing work we are doing to add ‘stunned’ and ‘knocked down’ stages for opponents. In future, these stages will become indispensable attributes of any battle.

This week, we started setting up data assets for opponents. These files contain all the key information for each opponent, serve as the main in-game balance tool and are necessary for quick adding opponents into the game within the quest system framework.

World

Wild areas of Avalon are expanding south where they smoothly turn into a new biome. In this area, players will find the usual wet semi-tropical swamps but also very unusual multi-layer structures, exploring which won’t be easy.

The game also acquired new unique biome with sulfur lakes and small geysers. Here players will be able to find rare resources and start unique quests.

Character

We are still working on the Mech animations. Our main task over this week was to animate its skills.

Conclusion

Our team is working non-stop, actively creating and improving the most important mechanics. Our other primary task at the moment is to make the game world and environments as diverse as possible. We also constantly test the project and believe would like to thank everyone who helps us with this on PTS servers.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project on the base server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:

http://steamcommunity.com/games/pgenom/announcements/detail/1448322996834571608

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.