Public open beta starts June 27.
Continue reading “APB Reloaded’s Big Engine Upgrade Changes Weapon Monetization”
Public open beta starts June 27.
Continue reading “APB Reloaded’s Big Engine Upgrade Changes Weapon Monetization”
Just in case you thought their days of making new games was over, Daybreak Game Company is hiring for an unannounced title. The company is hiring for numerous positions in relation to what appears to be an action-based MMO that is being developed for PC and consoles, is on the Unreal 4 engine, free to play, and is very early on in its life. Daybreak is looking for some industry veterans with heavy requirements like 10+ years experience for the creative lead.
If you think you have what it takes, head on over to the official website. Or just mine some data to see what this game might be.
(Source: Daybreak Game Company)
The wait for Anarchy Online’s new engine dates back to MMO Fallout’s infancy, literally. We’ve been around since July 2009, and the new engine was uncovered that December. Players who have stuck around have a good reason to rejoice, as Funcom has announced that the new engine is finally available on the live server. The new engine comes at the cost of a 5gb installer and a 23gb installation.
(Source: Funcom)
RuneScape’s combat system has never been the highlight of the game for me, not when I joined in 2004 and not when I’m still playing today in 2014. Before the addition of Evolution of Combat, fighting monsters was a boring system of clicking and watching your fighters trade blows, occasionally eating food or drinking potions along the way. Combat was simple, mostly because the engine couldn’t handle anything more complex, and the excitement came from receiving rare drops or finally out-damaging a high level boss.
The addition of Evolution of Combat simply took the elephant in the room and painted him neon pink, making him now impossible to avoid: The RuneScape engine is substandard at best, at worst it is incapable of supporting the game that Jagex wants it to be. Evolution of Combat added complexity to RuneScape, but is severely hampered by the fact that the game doesn’t operate on a level fast enough to support such a system.
The culprit is obvious: RuneScape runs on a 600ms tick, meaning the game only processes actions every 600 milliseconds. The result is a game that is unnecessarily clunky and unresponsive, and one that makes it blatantly obvious how poorly RuneScape has aged.
Jagex has stated previously that they are unwilling to commit to reducing RuneScape’s tick rate because it would be a costly venture that would take well over a year to create, not unlike the costly venture and multi-year project that was developing a real time combat system in an environment that doesn’t support real time actions, and then being forced to implement a version of your old combat system because player activity dropped through the floor.
The longer Jagex wait to address the problem of old code holding the game back, the more time-consuming and expensive the process will be. More so, the longer Jagex wait, the further behind RuneScape falls to its competition, and the less the game will be capable of bringing in new players.
But that’s just my opinion on th ematter.
The story behind Missing Worlds Media and City of Titans is one of true inspiration and dedication. When NCSoft announced that City of Heroes would sunset along with Paragon Studios, members of the community rose up to answer the call to action. By the time City of Heroes shut down for its final maintenance, plans were already underway on several spiritual sequels to fill in the empty void of super hero MMOs. The subject of today’s discussion is City of Titans, code-named The Phoenix Project, under development by Missing Worlds Media.
Last year, Missing Worlds Media put their project to the test, via a Kickstarter campaign to raise funds to purchase software and license engines. The team is made up of volunteers who initially met up to try and save City of Heroes, and then turned their focus on creating a new home. The Kickstarter was a massive success, bringing in $680,000 compared to the $320,000 goal.
I managed to sit down with a few members of the Missing Worlds Media team: War Cabbit, Nate ‘Dr. Tyche’ Downes (Tech Lead), Timothy Ross (Writing Lead), and William Strickland. Not all of those are real names. Thank you to everyone from Missing Worlds Media for taking the time to come talk to us.
Connor: So how big is Missing Worlds Media right now?
Nate Downes: We have 83 active members, with 144 people total volunteered.
War Cabbit: Eighty five as soon as two people respond.
Timothy Ross: The number is not set, of course. We have slowed recruiting down, but not ended it.
War Cabbit: We are, I confess, always looking for experienced 3D people who are willing to assist with the project.
Co: How do you collaborate without an office?
TR: We use a number of different remote services to work together.
WC: We have a chat server, which really keeps us tightly connected, we have a document server, a code repository, a graphics repository, and a game server.
TR: You can imagine the amount of money we save by not having to pay rent on a physical building, not to mention working out transportation and then STILL having to have remote systems for our people in, for instance, Bulgaria.
Co: Do you have any people on City of Titans that worked on other games?
TR: Many.
WC: Oh, certainly. From paper and pencil to computer.
WS: A few. You can tell by the way they jump when you drop something.
Co: Do you have any contact with the ex-developers from Paragon Studios?
ND: Informal. I had a biweekly D&D game with Castle, for example, and I’ve talked to Statesman at PAX Dev last year.
WC: Not technically – they’re forbidden. We have well wishes, the occasional shout-out and a number backed us. That is, they can’t give us help with the project but if we didn’t have their blessing, we wouldn’t be where we are.
Co: How is the reaction to the new Unreal licensing deals? I’ve seen very mixed reactions especially among independent developers.
WC: Well, we’re not using it. Which is a darn good thing – it’d be ruinous to a group our size, per-person. Our licence got set up three months before they announced that.
ND: Their licensing for new clients is a boon for independent small-team developers.
Co: So the monthly fee is per person on the project?
WC: Something like, if I recall. Nate?
NC: At least per-person working with the engine directly. As our goal is to have everyone working with the engine on one level or another, this could get very pricey for us.
WC: You get six-eight programmers, it can add up. It’s great for single-person tinkering, though.
Co: Has the Unreal 4 engine been smooth to work with so far?
WC: It’s beautiful.
TR: It has exceeded all of my personal expectations so far.
WC: It’s like getting your hands on a Rolls Royce. Damn thing is machined.
WS: It’s also friendly, and the Epic staff have also been friendly. It’s almost like they want people to actually buy and use their engine, or something.
Co: Unreal 4 has better systems for types of damage, if I’ve been reading correctly.
TR: Not just damage, but it really pushes the envelope for what a game can deliver.
WC: It does. It is a ten or fifteen year platform – which is perfect for us. I’m dead serious about treating City of Titans and Missing Worlds Media as something like Marvel Comics – we are here for the long term. We can keep pushing it for the MMO’s lifetime. We may have to do CoT 2.0 and 3.0 sometime, but we’ll handle it.
Co: To what extent is City of Titans going to be procedurally generated?
WC: We intend to lay out the roads by hand, but have the ‘road’ itself, the grade, the turns, be procedural in nature – same for the train tracks and power lines. We’re going to design the character of our neighborhoods, and then procedurally generate the blocks. There will be individual landmarks that we want exactly so and will build ourselves. Eighty percent of any average location will be a procedural block. If we can get it working finely enough to make procedural mission maps that always make sense, I’ll be even happier.
TR: And if we run into problems, we may be able to fix the rough spots the old fashioned way.
Co: You’ve ended preproduction, correct? What does that mean?
ND: No, we’re ending it. Last few bits need to be finished up.
WC: When it ends, we are essentially ‘building the game’ and no longer ‘designing the game’.
TR: Among other things, it means we are now building the systems that will make actually building the world not only much easier, but probably actually fun.
Co: Going on to content for a minute. How are the roles set up? There are five primaries and multiple secondaries for each?
WC: We have a number of primaries and a number of secondary options. By mixing and matching them, we create classes. At the moment, at launch, we are going to have five classes, created by the intersect of primary and secondary.
TR: Where it gets fun is the modular mixing and matching with secondaries, which results in what we call Classifications.
WC: To simplify: Scrapper would be Melee/Defense, Tank would be Defense/Melee. If you choose the right Masteries, of course.
TR: Melee is the Role. Melee/Defense is the Classification (but it will have a better name). That Classification would have 5 power sets at launch.
Co: The community is very dedicated and supportive, I’ve noticed.
TR: We love our community.
WS: We ARE our community.
WC: That’s the best thing we brought over from CoH. A very strong culture of helping each other.
TR: And we fully welcome all of the great folk out there who never had a chance to play CoH, and even those who never wanted to. Besides the fact that this is a great time for superheroes in a lot of different media. Who hasn’t watched The Avengers and thought, “I want to DO that!” Including people who have never played an MMO.
Co: When are you looking at a release?
ND: Release, likely in 2016. But accessible beta, late 2015.
WC: And costume creator before that.
Co: And one more question before I guess we can call it a wrap. Is there, or will there, be a way for people to pledge who missed out on the Kickstarter?
ND: We have been discussing a second-chance opportunity for those people, yes. We want to finish getting the people who did pledge with Kickstarter processed first.
Co: Thank you for taking the time to answer some questions.
ND: Anytime.
WC: Been a pleasure.
TR: Talk to us anytime.
WS: Thanks for having us, Connor.
Check out City of Titans at the official website.
The folks at Reloaded Productions have put out a new dev blog highlighting upcoming changes to APB: Reloaded’s engine. As some of you may know, All Points Bulletin is set to receive an upgrade to the latest version of the Unreal Engine 3, or the 2013 build to put it in another perspective. Updating to the latest version of UE3 means taking advantage of all of the improvements made over the past six years. The team is looking at getting the update out “as-is,” meaning players won’t be seeing any graphical improvements to the game at first. Over the longer run, however, APB should be capable of visual enhancements as well as a number of new features previously impossible.
Check out the entire blog post at the link below.
(Source: APB Reloaded)

The Anarchy Online engine upgrade is on its way. Stop laughing, I’m serious, it’s coming, and sooner than you think. Funcom has released their monthly behind the scenes for Anarchy Online, revealing that closed beta isn’t just coming, it is practically here. Signps are expected to open soon for the closed beta, during which players will (understandably) be under a nondisclosure agreement. Following a period of testing, the update will go into open beta, after which it will launch to the general public. If you already know how the beta process works, ignore that previous paragraph.
Also in the news for Anarchy Online is an accompanying cash shop revamp and new player experience, the former of which is available now and the latter of which will accompany the new engine.
(Source: Anarchy Online)

Back when Jagex announced that Transformers Universe was taking a full 180 degree spin and transforming itself from a traditional MMO into a League of Legends style MOBA, I removed it from our listings. After all, we don’t cover MOBA titles here and a recent poll showed that the majority of you have no interest in us changing that policy. I’ve talked a lot in the past about how Jagex has massive problems with their non-RuneScape titles, with literally every in-house project either dead in the water (Funorb) or never seeing release (8Realms, MechScape, Stellar Dawn), with the exception of a Facebook racing game called Carnage Racer released last year.
Enter Transformers Online, an MMO announced in 2011 for a 2012 release date, delayed for over a year, and the subject of a 100% makeover from MMO to MOBA because Transformers do not fish or bake bread. Eurogamer is reporting today that Jagex has confirmed that the Transformers Universe team has been scaled back, noting that most of those affected were moved over to RuneScape with thirteen being let go from the company entirely. The game will not be “adversely affected” from these changes, and the move comes from a recent decision to stray away from in-house technology in favor of an established engine. The article notes concerns from employees within the company as to the sudden change over to unfamiliar technology, and pressure from Hasbro to get the game out by the end of the year.
So where do we stand now? With the change in direction, and now a sudden tech swap barely six months before the intended release, what could possibly go wrong? My earlier predictions still stand: Either Transformers Universe will launch in a rushed and unfinished state, or Jagex will attempt to delay it further and risk incurring the wrath of Hasbro.
(Source: Eurogamer)

Greed Monger is the upcoming sandbox MMO being created by Electric Crow Games and the subject of a very successful Kickstarter project just a few months ago. Originally set on the UNITY engine, at some point the folks at Electric Crow Games decided to switch over to the HERO engine, which many of you will recognize as the same engine used in Star Wars: The Old Republic. Well that didn’t last long, as the Easter announcement confirms that Greed Monger has indeed changed back to UNITY.
We had some issues that caused us to step away from Unity and head into the world of the Hero Engine. It was a major decision considering all that we had done already and without being 100% certain how much of our already existing assets could be migrated into Hero. Well, the truth is, we switched back to Unity not long after we switched to Hero. Aside from the issues of the revenue model, no cross-platform support and other things the player base has been expecting, the engine just wasn’t a fit for us.
You can follow the link below to see the full explanation as to why Greed Monger was moved to HERO and subsequently moved back.
(Source: Greed Monger)

You may know Multiverse from…well you probably don’t know about Multiverse. You may know about the game engine because of two specific IPs set to have MMOs on the platform: Buffy the Vampire Slayer, and Firefly. Those looking forward to questing alongside Buffy or traveling the stars in the distant future will have to turn elsewhere. Multiverse has shut down production due to lack of funding, and has ceased operations as of December.
Although thousands of developers showed interest in the Multiverse Platform, Multiverse wasn’t able to achieve a profitable business model. As a result, Multiverse ceased operations in December 2011 due to lack of funding.
This isn’t the end of the Multiverse platform, however. According to the website, a group of people are working to start a nonprofit foundation to take over the platform and to support developers who still wish to use the engine.
(Source: Multiverse Website)