Design Notes
Artix
AQ3D's Interactive Objects posted by Artix on

"OMG... Do not pull that lever!"

Building good quests for a massively multiplayer game requires a lot more than just "Slay X of this type of monster." You want to go on quests where you need to pull a legendary sword from a stone. But the stone is actually the hand of a giant sized rock character who gets up and, while holding you in his other hand, talks to you about proper sword care and cleaning. You want to dive into trap filled dungeons with trap doors, riddle asking doors, secret walls... and fans of Castlevania 2 will naturally want to find a white orb thingy and randomly kneel down by the side of a cliff for a lengthy period of time until a whirlwhild magiclaly appears causing something AMAZING to happen. (OK, that last reference was pretty obscure.) To do this, we need to fill our world with interactive objects. Well named because they are objects that you can... um... interact with. In today's AdventureQuest 3D design notes we are going to talk about what Zhoom is coding. If you crave the secrets of game design, raise your finger and strike the "read more" button with great power.

What in the world is an "Interactive Object?"

Treasure chests, talking trees, levers, doors, non-player characters (NPCs), hidden buttons, pickable flowers -- in the world we are building for AdventureQuest 3D, anything you can click on, step on, or changes is called an interactive object. These objects are smart. They have the power to do, quite literally, anything. For example, we can make a lever, and if you pull it, it gives you one million gold. Or, we can make a button that catches your character on fire and permanently deletes your character eyebrows.

But the use of these interactive objects go far beyond being simple buttons. In fact, ANYTHING can be an interactive object. Even a dog. Perhaps the first time you see the dog, it snarls with anger at you. But then you go on a quest and save the dogs master. Now, the next time you see the dog (an interactive object) it is smiling, and wagging it's tail happily at you. Or, perhaps the dog is leashed by a mean and cruel master. You find a key and use it on the dog's leash. He runs off. The next time you come back, the dog is no longer there. This is a pretty basic example of how an interactive object can make the world a more real, living, breathing place.

I personally, like the idea of an entire castle being an interactive object. Well, maybe it would best be described as a bunch of internactive objects. Use a catapult and fire giant stones at the castle and see the walls get knocked down. Eventually, enough of the wall will be destroyed that you can walk inside the walls. The sky is the limit... literally. We can make the sky an interactive object and you can cast spells or do things that changes the sky.

"Server Side" Interactive Objects

Hackers everywhere are going "YES!!!! OMG let me take control of the interactive objects and destroy everything in the game! Mwahahahahahahahahahahaha" --  hackers have the awesomest evil laughs. Sadly, hackers will not be able to do this in AQ3D. Here is why:

All of the Interactive Objects live on the server. They cannot be modified by players. All you can do it "interact with it" or in other words.. use it. Everything the object does (opening a door, starting a fire, causing the sky to change) happens on the server and is then broadcasted to all of the other players in the game. It is amazingly simple and safe.

Coding this will probably take Zhoom the next two weeks. I asked if we could slip soundFX and a little bit of the new interface in while he was doing that and he said yes.

"Client Side" or "Only for you" Interactive Objects

If you are still reading, then you are really into game design. So, you might enjoy this. Not everything in the game needs to be bolted down and protected from hackers. Some things, are harmless, and should only be seen by character who triggers it. For example, an animated cutscene. You click a button, and your window fills up with an animated cutscene. It is pretty simple. It is also the perfect example of a client side interactive object.

There are so many uses for this it is mind boggling. So, here is one example: Remember the dog scenario from above? What if that was a quest that literally everyone could do? Well, it would be weird if you and 5 other people were all doing the exact same quest but someone already freed the dog. I mean, the first person who freed the dog would ruin the fun for everone else... because the dog would be gone for everyone. Right? Here is how you solve that issue. We make the dog one of these "Only for you" Interative Objects. So, if you are starting the quest, you would see the dog snarling at you. However, your buddy, who is further along in the quest and freed the dog already, sees nothing but an unchained leash. That is right. You are both looking at the same spot, but seeing different things depending on your quest progress.

It is a pretty crazy solution tha tneeds to be used with a lot of care. It would work in this scenario, because the dog is just a visual representation of your quest progress. For this to work, there could never be a time where both you and another player needed to see the dog, or interact with the dog together. If you did, then we should use other option, the server side interactive object, so all players see the same thing.

This is not anything new, we first starting using this game development trick nearly 10 years ago in the original AdventureQuest. When we started building our 2D MMO, AdventureQuest Worlds we found that there were a lot of times it made sense to do this. The best being the 1st Un-Live Event with Voltaire on Friday the 13th. We had over 30,000 players on that ship and Voltaire said something slightly different to you depending on your quest progress. (It REALLY made sense in that circumstance)

Another good use of this, is if you a quest to find 10 missing weapon fragments that are hidden all over the forest. If you walk around the map, you will see glowing weapon fragments that you can pick up. If another player walks around the map, they may see the weapon fragments, but because they are not on the quest, the fragments are not glowing and they are not allowed to pick them up. In this case, it is also being used as a visual indicator of what is going on.

Putting it all together 1+1 = 3

By using these two different types of Interactive Objects together, we can build a huge and ever changing world. We can make several towns full of non-player characters. Each character can have a motivation and visual look based on what you have done for (or to) them. The combined actions of players can cause the towns to have major things happen to them.... buildings get destroyed, major characters leave town and turn into villains... maybe entire towns get run over by monsters forcing the towns people out of the town. Meanwhile, at the King's Castle, the quests that are given depend on the status of all of these smaller towns. If the Kingdom becomes heavily weakened, it causes enemy invaders to seige the castle opening up entire new storylines. Honestly, the only limit is our combined imaginations.

Meanwhile... SoundFx

Zhoom said basic interactive objects will take about 2 weeks. So, he is going to squeeze in SoundFX while Minimal works on skills and character classes. I would like to have a SoundFX test later this week if possible. Check back tomorrow.


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Beleen
April 12th New Releases posted by Beleen on

OverSoul

Phase1 of OverSoul Beta Revolution: Commence! Check out OverSoul’s all-new features:

  • New World Map interface
  • New lobby interface
  • New Card Art
  • New battle interface
  • New more stable game engine.
  • Damage and hitpoints multiplied by x100.
  • New lobby music
  • New Tutorials


Coming Soon!

  • Card customization
  • Leaderbaords


Play the newly overhauled OverSoul and give us your thoughts, comments, and suggestions in the Comments section below. We want to make OverSoul the game you’ve always imagined—so help us turn OverSoul into your reality!

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AdventureQuest Worlds

Embark on the exciting conclusion of the J6 Saga where YOU are the sole decider of J6's fate! J6 the Bounty Hunter has traveled across space and time to collect pieces for his Doomsday project. And now that he has the final piece, J6 is ready to put his plan into motion! Will you be the bounty hunter's friend or foe? Will you help him with his mission… or put a permanent end to J6?


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EpicDuel

EpicDuel has updated the reporting tool. You and your friends can help us more effectively than ever to keep EpicDuel clean, safe, and fun! Coming soon: the renegade Archivist, Davarril, is about to unleash tendrils of terror across Delta V. Giant, humanoid plants have been spotted in the dark reaches of the Biological Preserve and it's only a matter of time until they break free from their habitat. Prepare for an event unlike any other!

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DragonFable

Book 3 Sandsea town! Check out the new gear in the weapons shop, accessory shop, house shop, and journey on a few side quests.

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HeroSmash

Bacon, bad guys, and badges all in one week! All in-game badges have gotten a makeover, and new Character Page badge art is coming soon. Plus, we added the missing Level 20 badge. The Shadowscythe and Cysero Bacon shirts are available now in HeroMart where you will choose between darkness or deliciousness and receive delectable gear with each shirt: badges and in-game items! Shop HeroMart.com now!

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AdventureQuest Classic

Absol-ution Part 1 - The D.E.N.N.I.E. Phantom! Plagued by dreams and portents of doom all tied to his analog, the Alternate Ryuusei and Gaiden seek to find answers by calling upon the Chosen of Lore for aid. An unimaginable journey to horizons unseen, shocking surprises, tragedy, comedy, and Absol-ution await! The final chapter of the Absolix Saga has begun—and get your next clue to the Rare item hunt to aid you in battle!

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Battle ON!

 


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Artix
LET THE WEEKEND BEGIN! posted by Artix on
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Play our newest weekly releases in our hit games as they go live!

Does it feel like every week we do exponentially more than the previous week? No time to think about that now, so much to do! Including the major releases in AdventureQuest Worlds, OverSoul and DragonFable.
 

Breaking News

  • AdventureQuest Worlds to release the best items in the history of the game with the new Treasure Chest Update. Players are most excited about the finale of the "hardest storyline in the game" -- the J6 Saga. Players will finally learn his deepest, darkest secret. (The artwork of J6 above was drawn by our artist, Diozz)
  • OverSoul "Revolution" gets two ghostly thumbs up on its all new battle interface!
  • HeroMart already sold out of Bacon T-shirts!? Shadowscythe still in stock.
  • DragonFable's newest story sends you to the SandSea desert to battle against our most famous mummified villain.
  • HeroSmash gets all new badge art and a Super City Mall update

 


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Artix
AdventureQuest 3D Test Results posted by Artix on
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"And the Waterfall ran red with Kool-Aid"

In our latest test of AdventureQuest 3D, our fearless alpha testers logged in to a darker, more sinister world besieged by the evil undead. We released our first quest, and players were very happy to find that your progresson the quest was saved if you logged out. A major upgrade from our previous games. We intentionally made the quest extremely long to test this. Unfortunately, the character giving out the quest could (and was) killed often.

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Players had their armored randomly colored when they entered they logged in. Also, we all got to see our first "scaled" monster, a comically large Giant Skeleton. Everyone was after the Giant Skeleton's head. Originally, it was a 10% drop, and you had to roll to win the item when it dropped. Our new loot system is HIGHLY flexable, so we changed it to be a 20% drop, and when it does drop, everyone who attacked the monster gets the item (AQWorlds style). Players also discovered a volcanic fire cave (a throw back to the DragonFable Alpha Test from 7 years ago) and those who fought through to the end fought the boss to get a Fire Trophy which was worth a single Alpha Point (The hardest and most memorable alpha point ever earned.) The 100 player per room stress test was a disaster resulting in crashed browsers and many locked up computers. We discovered some major memory usage issues thanks to this, and looking forward to seeing if we fix them in the next test.  Over all, this test was a huge success!

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Thank you to everyone who helped!

When I say this test was a huge "success" it is not because it worked flawlessly, but because we discovered so many of the critical bugs, errors, graphical issues and know how to fix them. This is the purpose of the tests. Being an Alpha Tester is not for everyone. People who want to experience a fully functional, working "game" should wait until Beta. But those of you who are strong enough to perservere through these tests to make a game for everyone to play -- you are truly worthy of the title, "AlphaKnight." Thank you again for helping :-)

 
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Now in Development!

We are working on an overwhelming list of things including bug fixes and new features. If you were among the people having graphics issues (white screens, flickering, crashing, not working) then good news -- the test helped us discover what was causing a lot of these problems and we are working on fixing them for the next test. We are also going to make sure you are able to get lots of Alpha Points to catch up once you are able to actually play the game. Here is the big list

  • Chat improvements (including color fix)
  • Camera control improvements
  • New Interface
  • SoundFX & Music
  • Class & Multi-Class development system
  • Elemental Skills
  • The first 4 zones and 2 dungeon instances
  • Customizable hair, faces and idle positions (make your character unique)
  • New Armor and Equip slots (robes, leather, shoulders, etc)
  • New Monsters (Dravir, Spider Lair creatures, and more)
  • Add "falling through the world" fix
  • Interactable World Objects
  • Fix more Mac's running Chrome
  • SHOES! (Maybe)

I am not sure which of the above you will see first, but all of these will be happening pretty rapidly. On a final note -- I really enjoyed hanging out with everyone on the test server the past day. We throw around ideas, laugh, be silly. It is hard to keep up with all of the chat questions (I am pretty outnumbered) so I really appriciate everyone who helped answer questions when you knew the answer. For a lot of people answer the same question over and over and over and over can be pretty frustrating -- so for those of you who also have the stomach for answering with a smile each time, know that it is very appriciated. One day in the future, we will look back and kindly remember this as the "good old days" and boggle at how far the game has come from these hubmle beginnings. Thank you for being a part of this.


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Artix
OverSoul Revolution posted by Artix on

The Revolution has begun!!!

Free and open to play by every player on the planet... login and be the first to battle using Oversoul's brand new interface, new card art, and animation. Play now at Http://OverSoul.Artix.com


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Artix
AdventureQuest 3D: Alpha Test #.004 posted by Artix on
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Your goal in today's test is login, speak with Leona, and complete her quest objectives to recieve a Trophy (worth 250 alpha points). It will not be easy as any items you obtained from the previous test have crumbled to dust. A darkness has befallen our small alpha test town. The waterfall runs red with blood (or possibly kool-aid) and a horde of skeletons shambles through the streets. Each time you log in, you will be randomly assigned a different color armor to test our new armor painter. Also, an entrance to a volcanic dungeon has appeared on the outskirts of town. Report bugs here as a comment please!
 
 

Play by Play

10:00am All AQ3D team members reporting in for duty! Combat stations armed.
10:30am Fixing a bug preventing us to put new item drops on monsters in the database. Then sneaking weapons and armor on the skeletons for you to find. Yergen... MIGHT... be sneaking a item on to the last monster in the fire cave worth a bonus 1 Alpha Point (The hardest alpha point you will ever work for.)
11:00am Looks like we are on schedule for an on-time release.... *dramatic pause*... *laughter ensues*.... no, really!
11:10am Warlic just walked in, and tried to renegotiate his contract so that he would be paid in goats. This may be a result of how long he was up working on OverSoul's code last night.
11:40am We are fixing a bug with the entrance of the fire dungeon. It looks like Yergen is, in fact, adding a EXTREMELY hard to get prize worth.... 1 Alpha Point. Since none of us have ever been able to survive to the end of the fire cave in a group before, this should be interesting to see if any of you can.
11:55am Attention flight attendants, please do your pre-flight boarding check. Make sure all passengers are in their upright, seated position. If someone is playing on their gameboy or iPod please harrass them into turning it off so the built up resentment can be seen in their faces when you sarcastically smile offering them a drink during the food and beverage service of the flight. In the event that they actually say anything logical in defense, feel free to tase the passengers. Any remaining feelings of hurt or hostility can be reinforced later with a begrudgingly spoken "Buh Bye." We will be taking off in the next 5 to 15 minutes.
12:05pm NOOOOOOOOOOOOOOOOOOOOOOOOO! We are ready to launch but have ONE little bug. An invisible wall appeared blocking the entrance to the Fire Dungeon. Fixing it an updating the map. Then we will be ready to go live. We need to start calling this the Alpha Test Curse. Wait, this happens in Beta too. ... and now that I think of it also in Live. We should call this the timed release curse. Be right back!
12:26pm Woot! The fix is done, and Zhoom is uploading the files now. The next post will be Test #0.004 going live!
12:37pm AQ3D: Alpha Test #0.004 is now LIVE! Good hunting AlphaKnights.

 

BUGS

Report your bugs as a comment to this post. May the fates favor thy battles, Alpha Knights!

Top Bugs

  • Assorted (Browser Specific) unable to Login, Load & "Blue Flame" Bugs
  • Unity Crashing issues
  • Artix's Puns
  • Remaining video card problems "Pink Screen Bugs"

 


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Artix
AdventureQuest 3D and OverSoul posted by Artix on

Double Release Thursday!

We need your help testing two game updates on Thursday. 

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OverSoul: Beta Revolution

Oversoul's interface & combat engine has been rebuilt and we are kicking off the "Beta Revolution!" Check out Nulgath's posts on Http://OverSoul.Artix.com to see the improvements coming to the game. While I type this to you, Warlic is still merging the new code and interface while Nulgath is working on new Card Art. Having tested what is working so far I am really impressed with how much more animated, exciting and fun the game is now. The old card game interface was really confusing and hard to navigate.  The new interface is clean and easy. Honestly, it took me a little bit to get used to the ghostly hands holding the cards. But it really makes it feel like a card game. So now, I would be really upset if they went away. Tell me what you think after a day of playing.

 
 
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AdventureQuest 3D: Alpha Test .004

AdventureQuest 3D is having its next Alpha Test tomorrow too! A growing number of skeletons have been found around our small alpha test town. The sky seems to have grown darker and the waterfall is now pouring blood. It might be red Kool-aid. Or Ketchup. Either way, you will have to find a quest giver in town and undertake their perilious mission to earn your next 250 Alpha Test Points!  (Note: This is a very small test to verify all of our changes are working.) The test will begin around noon and barring no major problems, will last for about 24 hours. I will post the "Play Button" which will turn red when the game is live here on the homepage of Artix.com first thing in the morning
 
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Comment Question: Will you test both releases tomorrow?

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Artix
HeroMart sells BACON! posted by Artix on

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"My other car's a flying carpet of Bacon"

*resists urge to make this entire post a series of bacon puns just bacons...* Two shirts hit the shelves of our official online store for all you heroes. Both include exclusive in-game items. First, is a newly redesigned ShadowScythe T-Shirt which combines the two previous shirts into one. The Shadowscythe logo is in a deeper blood red and the philigry (that stuff in the back) is a darker black on black color. Mido & Miko are in the photos modeling the shirt. Also... the BACON T-SHIRT! It includes an in-game bacon flying armor, and bacon badge. A BACON BADGE!!!!! Available at www.HeroMart.com

 
 
COMMENT QUESTION: On a Scale of 0 to 10, how much DO YOU love Bacon?

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Artix
Creating a World posted by Artix on

Writing AdventureQuest 3D's Main Storyline

The ink on my Microsoft Word document is so fresh that it is dripping down my screen. I have not showed this to the rest of the team yet. They will likely be mad at me for sharing any of these secrets with you first. We wanted to go big on this storyline. REALLY BIG. Bigger than the tale of a Hero. Bigger than the tale of a Country... or a Continent... or a World... or even a Universe. We orchestrated a war so massive it requires a Multiverse for the battlefield.  The cast of Doctor Who would be jealous. Want to know more? Unleash the power of the read more button!


Shhhhhh... secrets. "Xang" by the talented artist Diozz for the upcoming AQWorlds Xing & Xang saga

"A Grave New World"

If you asked me to summarize the storyline of AdventureQuest 3D in one word, it would be "conflict." As you (as your character) arrive in this new world things will be simple. The grass will be green, the sky will be blue. There will be monsters. The path ahead of you will lead you on increasingly fascinating adventures. From the town were time stands, the halls of madness, to secret passage ways that exist between the elemental planes. Building this together is going to be legendary. You are would do well to find and equip BIG weapons... you will need them.Without spoiling too much, I just want to note that the rabbit hole is so deep that if Alice dove down this one... she would still be falling towards the bottom. There is a new gallery of villains. Each major villain has a motivation, and from their point of view... is rightously justified in their course of action. Behind the scenes a Pantheon of Elemental beings are pulling the strings. Then, of course... there is *clears throat* Grimsbane. Lost in legend, Grimsbane is a tale that parents tell their children to frighten them into being good. Every Kingdom has their own version of the tale. Heed any words you hear of this tale carefully... this is always a little truth in even the most unbelievable of stories.

With AdventureQuest, DragonFable, MechQuest, and AdventureQuest World's sharing a timeline and characters it was a very difficult decision to build something completely fresh and new. That being said, we all agreed to freely incorporate any of our beloved original monsters, weapons, armors and AE-isms wherever they would make the game more fun. A perfect example this is the Clawg I posted a few months back.

Clawg

We know at some point in time, a player will say something like, "When will Carnax be in AQ3D?" But Carnax will never be in AQ3D. No... we will build something bigger and badder than Carnax, and that will be in AQ3D. Then, one day in our first 4D game we will have the ultimate show down where Carnax and this epic new thing finally get to battle so we see who would win! That is the way we need to think for this new game. Agreed?

How to create a storyline (The AE Way)

We truly do our best to listen and involve the community into the creation of everything we do. It is the one thing we are universally loved for, and it is the thing that sets us apart from most other game studios. Every time we do a weekly release, your feedback determines what we do (or do not do) for the next week. I cannot count the times we changed a major plot arc because of a comment posted on the forums or Twitter. Even the artwork our artists are making are a direct result of what you say to them. Over the years it became appearant that we developed a very interactive way of developing a story with you. We will be taking this to the next level with you in AdventureQuest 3D. Here is what the part I do goes like...

Prior to doing anything, I ask a bunch of seemingly random questions about what you watch on TV, what are into, and what your favorite things are. Then, after watching/researching them we talk back and forth with the team about ideas and make a "Cool List" Which is funny, since I am pretty sure the word cool is not actually cool any more. Oddly, the cool list has not changed very much since the first one I made back in the AdventureQuest days. But the details DO change. For example... Vampires were always cool. But from Dracula, to Blade, to Twilight, to True Blood -- the details which makes them cool (or not cool) has changed a lot.

START AT THE END & CREATE A PROBLEM

There are a lot of ways to make a story, but I like use the method where you know the very end of the story first. For example when I wrote the DoomWood saga in AQWorlds, my goal was for you to learn Artix the Paladin's "dark secret" and to become better friends because of it. To do this, I needed it to end on an incredible battle where our characters teamed up and needed each other's help to overcome an otherwise unstoppable villain. I knew the villain would be undead, but we had already done Dracoliches and giant undead in the past. We needed something new, original. So I was talking to Cysero and Nulgath and the term Undead Slayer kept coming up over and over... then it hit me. Who would be a Slayer of Paladins? And the concept of the Paladin Slayer was born. But this Paladin Slayer,  Vordred, was just not a killer of Holy Knights, he actually turned them into his unwilling undead servants. To make him even more of a threat, we made him immune to light based attacks to explain why no normal Paladin could even hurt him. So, we knew what the end was going to be... a showdown.

CHOOSE A LOCATION/THEME

It becomes really easy to determine a location once you know what the end is. But really nailing down your location and themes helps you flesh out your adventure. DoomWood seemed like the perfect place for this adventure because #1 It was not in AQWorlds yet #2 It was where Artix was born and #3 It already had famous locations in it that we could recreate to better tell our story. In fact, we now had an opportunity to tell the story of how a beautiful forest turned into this undead filled graveyard-forest.

CREATE A TWIST (And major Plotpoints)

One memorable twist does the trick! If you are thinking backwards it is easy to think "I know how this ends, but what would cause something to think it will end a different way? ... and how does this impact the story's beginning?" If you played pretty much anything I have written you will notice a trend of backward-ism. My favorite DragonFable moment was when you found out that you and the Evil Villain each had the wrong Dragon Eggs. He had the "good dragon" and you have the "evil dragon destined to destory the world." My favorite AQWorlds quest was "Save the Dragon from the Princess."  It creates an unsettling moment in your stomach when you try to rationalize what is actually going on. My favorite moment of all of TV/Anime was the original end of Neon Genesis Evengelion. It explained... NOTHING. Because my brain could not rationalize it, I just kept thinking about it over and over and over for months. I knew that the creators of the Anime had a solid plan, ran out of budget and rushed it. But their end result made me think... and thinking is good. Really good. So when writing DoomWood, I had the perfect twist. (Spoiler: Stop reading and go to next section if you have not played DoomWood Saga) I would give clues about their being a Champion of Light and the amazing powers that would be bestowed upon the Champion of Darkness if they were to slay the other. At no place in the writing did it say that Vordred was the Champion of Darkness nor did it say that Artix was the Champion of Light. But first time players all thought they cleverly figured it out and expected the end to result in them saving Artix, the Champion of light from Vordred the Champion of Darkness. People that were REALLY into the plot... felt their brains break when they discovered the truth.

CREATE THE BEGINNING (THE HOOK)

The most important part of a good story is "Why?" That is, why does the player care? Are they going to get something from it? Is there something they care about that will be hurt if they do not take action? In a massively multiplayer game it is hard to continually give the player a new, super important reason why they NEED to go on quests. So maby for an MMO the never ending quests in the middle are not as important as the main storyline. This is why a lot of games start with amnesia and trying to remember who you are, or your home town being burnt to the ground, or going to save a pretty girl. In books, TV and movies, most heroes initially do not want to undertake the adventure. Think of Spiderman's origin where he had powers but misused them until his uncle died prompting him to become a crime fighter. Or Luke from Starwars where he would not go initally go into space on the adventure with Obi Wan Kenobi until he returned home and found that the storm troopers had killed his uncle and aunt. When trying to figure out the hook for getting the player to go to DoomWood we had a lot of options. At the time we were writing the script to an animated servers for AQWorlds which was centered on the crazy off-adventures of Artix, Beleen & Cysero (Who's initials are oddly ABC). Figuring it would make sense in the future I started DoomWood with the King summoning the "Greatest Heros in the Land." Which was your character, Artix, Beleen and Cysero. It confused a lot of players, LOL. But after the King's warning that all of the Paladins in the land have been going missing, and a GIANT army of the undead is forming in DoomWood. The King pulls you aside and privately asks you stop Artix from going to DoomWood using ANY MEANS NESSASSARY but not let him know why. I thought this was awesome, because I was making a "buddy-buddy" story and the first thing you got to do was go head to head against each other in a tense confrontation. 

FINAL STEP: MAKE IT UP AS YOU GO ALONG!

Time to start making art and animation! Once you get to this step, you have a solid outline for your entire adventure... just have fun making stuff up, talking about ideas with players, and creating the weekly releases that move the story along. It is not uncommon to come up with a different yet even BETTER ending as a result of player feedback. We try not to get too married to any single idea, and keep our egos out of it. We have changed the endings of a lot of stories... in the end of DoomWood for example, we had a player joking say, "OMG I am going to kill you Artix" and thought... that is a great idea for an ending! So we added an option to backstab and kill Artix. (LOL, I had so many players send me pictures of their characters stabbing me in the back on Twitter) Which, of course led to us having multiple alternative endings and one "true" ending which setup the possibility of a sequel.

In summary, the AE way to tell is a story is to go towards an end goal while making the whole whole thing up with our combined creativity. My Martial Arts Instructor always says, "You know... planes are off course 99% of the time. That's why they have all those controls. So they can continually adjust the plane to head in the right direction."

The overarching main storyline of AdventureQuest 3D is very much the same way. We know the end points. The team and I are VERY much looking forward to building this multiverse alongside you.

COMMENT QUESTION: What was your favorite saga from an AE game?


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Artix
Breaking News posted by Artix on
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Next AdventureQuest 3D Alpha Test scheduled for Thursday

Calling all Alpha testers! We will be conducting our next test this Thursday, April 11th, 2013, at noon (EST). We know many players will be working or at school, so we will try to keep the alpha server online for 24 hours or more. The objective of the test will be to complete our first monster slaying quest which will earn you 250 Alpha Points. Also, secretly you will be testing our new armor/item loader and texturing system. Graphicially things will be very simliar, except the starting warrior armor is now color customizable. Of course, the color is chosen completely at random for the time being. Want the nitty gritty behind the scenes details of what we have been doing? *points at the Read More button.... "Punch it, Chewie!"

Game Designer Time: Color Customizable 3D armor

Back in our 2D games like AdventureQuest, DragonFable, and AQWorlds, making a complex armor that was also color customizable was a little bit tricky. Once an artists finished drawing and coloring an armor, we would delicately go into every piece of the armor (hands, arms, shoulders, chest, upper leg, lower leg, etc) and break each individual color into it's own layer. That layer would then be turned into a movie clip. Inside Flash, everything is treated like little movieclips. Anyway, we would add code to each of the movieclips which was smart enough to figure out what color it was supposed to be. When the armor is loaded into the game, the code on each piece tints itself the correct color.  You might be thinking, "there MUST be an easier way!" To which the answer is, sure... there are lots of not-so-great short cuts. But this is the only way to do it right in Flash. I really thought doing this in 3D would be easier.... *insert abrupt and semi-maniacally crazed laughter here*

Building a web based 3D game creates two problems. #1 is File Size. If the files are too big, the loads will be too slow, and the game will be too frustrating to play. #2 is the File Complexity. Normally the way you get around filesize is by ultra compressing the content. Or loading lots of smaller files. But in a real time massively multiplayer MMO, uncompressing and doing real time texture painting with a bunch of logic can also lead to lag, which would hurt the gameplay experience. So... in regards to Color Customizable Armor... Zhoom and Minimal have been walking a dangerous tight rope while designing the solution to the two problems. I am very proud to say, their solution, which is a new texture loader and painting system, is now complete. 

The short answer is, color customizable armors load an additional graphic file. This file is used like a stencil to spray paint the color onto your character. It gets better. They can color the main part of your armor, or the trim, or other parts seperately. This is because their stencil is smart. Only certain colors apply to certain regions.See in the picture above how the trim and base armor colors differ.

Originally, we were going to do everything with a single file. But we ran into a problem where the edges of the stencil would be really blockly looking. By loading it as a seperate file, we were able to use all the additional color information to blend the armor seamlessly. It looks really good.

The next problem we had, was painting caused a minor blip of lag. We noticed this only happened when multiple things were being painted at once. So Minimal and Zhoom added some sort of smart paint queing system. Everyone's armor waits in a line to get painted. Of course, the time waiting in the line is so short it is virtually undetectable by humans.... especially since it does not cause a moment of lag.

Next Steps in Character Customization
While you will be seeing the new color customizable armors in the next Alpha Tests, we are more excited about the character customization features we are working on next. Naturally you will be able to customize your hair and face. Also, Korin made a number of different "attitude based" idle poses. You will be able to select and change your default stance from cocky to heroic to midly crazy.

Comment Question
I want to write a post each day on the things we are working on. Major topics for this week include the world story, quest storage system (major improvements over the one we created for AQWorlds), new interface design, new monsters, and the weapon fusion system. Which would you like for tomorrow?


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