November 26, 2008

Ferric Training

For the last week, we have been knee deep in Alpha testing. So far, Remnants of Skystone has been getting great feedback, and people are really enjoying themselves. Thanks to all of the alpha testers for their hard work, and to anyone who didn’t make it into the testing group, here’s a sample of training for the Ferrics:

Embedding the YouTube video wasn’t cooperating at first, but now it should be working!

Posted by Tony under Gameplay | Comment » (0 comments) |

October 08, 2008

Full Steam Ahead!

Having a team of only two people working on a Flash-based MMO of this caliber, finding the time to work on all of the different aspects of the game is a daily challenge. You may have noticed the blog suffering a bit over the last few months, as we’ve been focusing all of our attention on Remnants of Skystone’s approaching “Alpha” phase.  In this upcoming alpha phase, the game will be released in partial form to a small group of testers, which will help us get a handle on people’s overall reaction and interaction with the game.  While we’ve been quiet on the blog for a while, here’s what we’ve been up to in Skystone:

The first world of the game is built, which has 10 distinct missions, two bosses, three unique environments, and a plethora of Mimics to encounter.  Progress-based mechanics including player stats, experience points, leveling, and Etherillium tubes are all working, as well as food items for on-the-spot health restoration.  We’re currently fine-tuning the Co-op aspect of the game that we are calling Trailblazing, which we’ll go into more detail about later on.

We’re not quite ready for user testing yet, but in the meantime we have some new screens posted in the slideshow below.

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May 26, 2008

Lieutenant Driscoll

Lieutenant Driscoll 1Happy Memorial Day everyone! We thought it would be a fitting time to introduce you to another person you will find in Nidaria, Lieutenant Driscoll.

He is a veteran of the ongoing war with the Mimics. Lt. Driscoll was en route to a drop point, when the airship he was riding crashed into a Mimic-infested patch of forest. Unfortunately the pilot and Lt. Driscoll’s close friend, Captain Mick, didn’t make it. However, Lt. Driscoll survived the crash, and was rescued in the nick of time. It is said that during game-play, you might wander past the remains of that crash, hidden deep within the Ferric Forest.

When Driscoll recovered, he knew his days of service were over, but was offered a job running the Barracks and being head matchmaker for co-op missions. Wystan (whom we will discuss later) crafted a custom-made, steam-powered wheelchair for Driscoll, which could be propelled by traditional wheeling, or by channeling steam from his blaster cuffs to the axle of his chair.

Lieutenant Driscoll is an easy-going, well-liked guy around town, and always eager to tell you a few stories from his glory days.

Driscoll in town

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April 29, 2008

Floats for all!

Development Update! Last week, we managed to get personal “Floats” up and running. This was a challenging milestone for RoS, but the results were well worth it.

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Floats are the type of housing used in RoS. Much like the town of Nidaria, Floats reside in the upper atmosphere of Skystone, safe from the haze below. Floats are then grouped together into small Clusters.

Each Cluster represents a shared interest, or specific group of friends. All Floats of a specific Cluster are tethered to the Cluster’s hub, a sort of town square. You wont have to worry about Navigating around to different floats on your own, just use your map menu to browse or search for a specific float or cluster hub.

float01.jpg

You can deck out your Float with furniture and spoils that you have accumulated over time. Although your Float initially only has one floor, additional floors can be added with the help of Cypress at the Housing Department. Each floor’s wallpaper, flooring, trim, can be customized. When adding a floor, you will have multiple footprints to choose from.

If you’re in your own float (and you have no visitors), you can click the “Edit Floor” button to take you to the easy-to-use Float Editor. You will have options to lock/unlock your doors, only allow friends, and/or kick out unwelcome guests. Your visitors will be able to rate your float based on your design skills, and at the end of the week, the player with the most popular float will be awarded with a traveling trophy.

float02.jpg float03.jpg float04.jpg float06.jpg float05.jpg

We could go on and on about all the details on the Floats, but we will save that for later. Plus, we have to get back to work!

Posted by Tony under Gameplay | Comments » (8 comments) |

April 14, 2008

Rooks to the Rescue

smallrook

You may have seen this character hanging out in some of our previous screenshots: He is a Nidarian Rook, one of many.

Rooks are members of the prestigious army of Nidaria. They are the first wave of troops to enter new lands, and set up strategic checkpoints for players on the ground. You will find these sharpshooting Aeronauts guarding the Etherillium Coils from wayward Mimics. While on the ground, Rooks will point you in the right direction, and quickly drag you to safety if the Mimics get the best of you.

Not only will you encounter these soldiers on the ground, but you will also see them in the town of Nidaria. Some can be found on duty, dealing out quests at Mission Deployment. Here you will be able to take on the latest challenges issued by the General. If you are skilled enough to complete them, you will be rewarded for your hard work.

mission_deployment

This is one of the many ways that you can take on “quests” in RoS. All of your missions will be organized in your handy Quests menu, where you will be able to view all active and completed quests, as well as get detailed information about each. Don’t worry, if a quest ends up being more then you can handle, you always have the option of abandoning it.

questmenu

Some of the Rooks that you encounter may also be on break, enjoying their free time on Nidaria’s many levels. If you talk to them, who knows what they may end up chatting about…

Rookchat

Learn to love these gas-masked grunts, because when times are tough, they may be your only hope of survival.

 

Posted by Tony under Characters | Comments » (6 comments) |

April 07, 2008

A Sprocket in the Park

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Within the industrial landscape of Nidaria lies a lush park at its topmost level. Depending on what side of town you are coming from, the park can be accessed by zip cord or air-lift. On this level, you can chat under the shade of the maple trees, check out some rankings (we’ll discuss that another time), or visit the weathered shack known as the “Housing Department”.

housing_dept_01.jpg

cypress01b.jpgThis is where the NPC (non-playable character), Cypress, comes into play.

He works (and practically lives) in the Housing Department, the RoS equivalent of the DMV. Even though work is slow, he has to maintain his dreary post all day and night. When he’s not filing papers, he’s either drawing, tinkering, or dreaming of adventure. People started to notice his rare talent, and would ask him to draw things they would encounter on missions. He had an uncanny knack for taking their descriptions and accurately illustrating them on his office note cards. He soon started to frame his drawings in pocket-watch sized lockets, which he fondly referred to as “Sprockets”. When you open one up, the left side displays a drawing while the right side has a brief description of the subject matter.

cypress01a.jpgAfter a while, he made a name for himself with his Sprockets, and found himself with a fulfilling side job. He soon (after filing all proper paper-work) converted the second window of the Housing Department to be his own personal “Sprocket Booth”. He makes his Sprockets for players by giving them a challenge relating to its content (kill 20 Mimitaur to get the Mimitaur Sprocket). Then when the challenge is complete, he draws up the picture for you from your own experience.

Not only do players collect Sprockets, but so do the NPCs around town (they are pretty popular in Nidaria). Sometimes, if you are lucky and scratch a few backs, an NPC will reward you with a Sprocket from their own collection.

It’s also not rare, yet still unfortunate, that Sprockets get dropped from above and end up hidden on the haze-filled ground below. So, you may stumble upon a Sprocket as you explore the land.

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The Sprockets are divided into multiple series, so you could have the “Rooks” Series A, which has 16 sprockets total, but you only have #1,#5, and #9, so keep on collecting. Maybe you are focused on collecting “Lana Westwood” series B, which covers her back-story, and how she got to Nidaria.

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This should be an interesting way to introduce the stories, history, myths and other info in bite-sized, collectible amounts. This way, players can slowly connect the dots of the world of Skystone.

Posted by Tony under Town | Comments » (3 comments) |

February 14, 2008

The Floating City of Nidaria

NidariaNidaria

(pronounced /naɪˈdɛəriə/)

From the word Cnidaria; the phylum that contains all species of jellyfish, for which the city was modeled after.

Nidaria was cobbled together during the last two decades before the Mimic haze engulfed the land. It can then be said that work on Nidaria commenced around 20 BH (Before the Haze). Its launching marked a new era of life for the inhabitants of Skystone. This dirigible became a beacon of hope, and the last refuge for man as the land below vanished beneath a thick veil of haze.

At the base level is The Boiler which pumps ether-infused steam to the Bell at the top of the city. The Bell maintains buoyancy and support for all its levels, and acts as a tethered hub for all the surrounding houses. When Nidaria first set sail, The Dock was the only level found above The Boiler. Since that time, more levels have been added to accommodate the growing number of refugees from around the land. While most levels are maintained by the Aeronauts, a few have been built up by both Crags and Ferrics. These welcomed additions add cultural flair to this ever growing, sky-bound city.

Nidaria Development

Although much can be said about each individual level of Nidaria, we will have to save that for another time. Instead, let’s explain some background into the development and evolution of this floating city.

From the start of it all, we knew there would need to be a town, and based on the story, it would have to be located up in the sky. Our first step was to create a style guide that would include all visual inspiration needed for the design of the town. It was divided into 4 main categories:

  1. Tensile/Fabric Architecture
  2. Neo-Victorian Details
  3. Rust/Grass Surface
  4. Industrial Sub-surface

style guide

Draft 1First Draft

The first draft had a town scattered across multiple chunks of land connected by bridges and all at the same altitude. The perspective of the scene would all be done from a top-down axiometric viewpoint. This would be a contrast to the 2D platforming levels found during gameplay. After a rendered version of one of the levels was created, the flaws in the design started to appear. The top down perspective became jarring when both vertical and horizontal movement wasold_nidaria.jpg allowed. Movement between areas was also dull when using only bridges as connection points. On top of all that, houses were almost completely covered by their canvas roofs.

Draft 2

The next redesign had five goals in mind:

  1. Give the town a more vertical orientation
  2. Multiple town levels reflect the multiple-floor setup for houses
  3. Lower camera angle to add more depth to each composition
  4. Divided town into smaller chunks to ease loading time
  5. Better understanding of how town works and looks from a distance

In this draft, we organized the town completely vertically, with a single elevator that can take you to any section of the city. Each Section was built with an inflated bladder that supported a giant surface cog. We now had a full understanding of how the town looked and worked, and we gave it the name, Nidaria. For this draft, a vanishing point perspective was used to allow the faces of each house to be in full view. We also locked the camera to only pan left and right, allowing vertical movement only when the players traveled between sections.

We were getting warmer with this new town, but there were still a few issues to be dealt with. Although we thought we would be improving movement between sections by giving them elevators, it still resulted in the same dull feeling, maybe even worse than the bridges. Also, the design became a bit monotonous with each section being built off a similar bladder/cog template.

Final Design

First off, thanks to Chris Pasley from Kongregate for convincing us to try one more time to see if we could create an even better town experience for the players. This resulted in reorganizing the town to allow multiple paths to take, and multiple ways to travel between sections. We now have incorporated air-lifts, zip-lines, elevators, stairs and ladders as modes of travel. Each Section is individually designed to reflect who built it, how it was built, and why it was built. We are now very happy with the final product, and hope you will be too when RoS is released on Kongregate.com

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finaldraft.jpg

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