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    Posts made by Prometheus

    • RE: Fractured Sprint 12 Recap (Dec 13, 2017)

      @gibbx said in Fractured Sprint 12 Recap (Dec 13, 2017):

      ahhh that is not a crossbow, just saying.

      I've mentioned "bow" too πŸ˜„

      @logain said in Fractured Sprint 12 Recap (Dec 13, 2017):

      Sweet! I can't wait for more technical updates on your experience with Spatial OS.

      We'll drop some in the future too :slight_smile:

      @esher said in Fractured Sprint 12 Recap (Dec 13, 2017):

      I have a question, why not doing the weapons in low-poly ? I suppose it is more realistic in high-poly, but does it makes the game more heavy ?

      Weapons are quite low-poly indeed. The final version has the same numbers of polygons than the low-poly part you see in the image. It looks like it has a lot thanks to normal mapping.

      @deity said in Fractured Sprint 12 Recap (Dec 13, 2017):

      there's gunpowder but people use bows instead of guns? makes you think.

      Gunpowder and the weapons that use it are hard to craft. Plus, the two things are not mutually exclusive anyway - they've been used together throughout history :slight_smile:

      @00 said in Fractured Sprint 12 Recap (Dec 13, 2017):

      Can we a true nude aspects mmorpg this time? like conan? ill be mature enought, promise.

      We're not planning to have totally naked characters, nope.

      @mewmew said in Fractured Sprint 12 Recap (Dec 13, 2017):

      It looked so much like a penis in the sketch version before they even made the 3D model I'm surprised it was missed.

      True that - but really nobody noticed!

      posted in Minor Releases
      Prometheus
      Prometheus
    • RE: Will the first alpha be private for limited users?

      @flotsam said in Will the first alpha be private for limited users?:

      @prometheus Maybe the top 100 foundry leaderboard people can get into the early access too or something similar? πŸ˜‰

      Eheh sorry, honestly it's unlikely we're going to do that - The Foundation is about cosmetic rewards (and premium currency), not game access :slight_smile:

      posted in Questions & Answers
      Prometheus
      Prometheus
    • Fractured Sprint 12 Recap (Dec 13, 2017)

      Hi everyone,

      welcome to the first Sprint Recap of Fractured! This post covers the work done here at Dynamight Studios during Sprint 12, which lasted from the 29th of November to the 13th of December.

      If you aren't familiar with this kind of brief update yet, please have a look this introductory post.

      Ready? Enjoy!


      Human Body & Equipment

      The human character has been further improved! We have reworked the standard rig of the model, dramatically improving the quality of the animations. Plus, we've polished the texturing of the naked body and that of some of its armor sets. Below is a picture showing one of the skins of the Leather armor from the low-poly mesh to the final version:

      Leather Armor Low Poly To Completed

      The weapons currently available to the player (unarmed, short sword, great sword, spear, crossbow, bow) have been visually upgraded as well. The picture below shows the 4 steps of the art pipeline behind the creation of the weapons - concept art, low poly, high poly, texturing:

      Weapon Concept To Completed


      Ability Galore

      Projectiles, beams and sprays, added to Fractured a couple months ago already, were a nice start. In Sprint 12, we've begun expanding the number of archetypes to build new Fractured abilities on.

      Much of the work has been focused on the creation of particle effects, textures and shaders for spells such as magical shields, heals, summons, terrain effects, equipment enchantments, and much more. Several of them will be shown in the upcoming Feature Spotlight, which will be the second and last chapter (for now) of the updates dedicated the Knowledge System.

      To make spell development faster, we've created an ad hoc environment in a separate branch of the project where we can quickly test them out without having to load the whole of SpatialOS. A nice addition that will make us save a lot of the time in the future!


      Human Buildings & Tech

      As part of our ongoing effort to create all the core elements of Syndesia, our formidable art department has completed several new building components that are part of the modular construction system of Fractured. The latter will be covered in one of the upcoming spotlights, so stay tuned!

      At the same time, we've created art assets for PvE locations and some examples of human technology. The picture below shows concepts and low-poly versions of a few of those, namely:

      • Some ruins from the peak of Human civilization on Elysium that have become the lair of a group of hostile creatures on Syndesia.
      • A stone bridge.
      • A watermill that can generate energy to power up other buildings.
      • A highly automatized forge which can be added to a human blacksmith shop.

      Weapon Concept To Completed

      At last, we have a very special one. Sometimes, the first iteration of a 3D model must be revised a little. In this case, it didn't actually look bad, but...

      Weapon Concept To Completed

      ...and yes, Humans can develop gunpowder, of course!

      Open World II

      As we've explained in the latest SOTG update, one of the most important features of SpatialOS is that it's designed to create open worlds of (virtually) unlimited scale and containing a massive amount of entities.

      Before Sprint 12, we had never made use of this power in full, forcing the server to use to employ a single process (or worker, as it's called in the SpatialOS terminology) to control the whole world.

      In Sprint 12, we've split the world into a grid, with each cell of the grid controlled by a single worker. This grid exists in the server only, of course - in the client, the player just sees an open world without any boundary. After doing in so, as expected, we've experienced several issues related to the moment an entity (a player or an AI-controlled creature) moved to a different cell of the grid, thus got to be controlled by a different worker.

      One by one, we've tackled all the bugs, until none was left. Is it over then? Not really! While now we can have an open world of unlimited size, a huge amount of entities (players) close to each other in the same cell of the grid would overload the worker controlling the cell, ultimately causing it to fail. The next step will be to allow workers to dynamically change the size, shape and location of the area they control, getting rid of the concept of "grid" entirely.


      What's Coming Next

      Most of the works described above are still in progress - more abilities have to be added, and plenty of human structures must be finalized. This constitutes the bulk of the currently running sprint, while we also move towards the creation of the first long footage of Fractured, featuring some sweet PvE action!

      See you soon and, as always, don’t forget to let us hear your feedback! πŸ˜„

      posted in Minor Releases
      Prometheus
      Prometheus
    • Public Sprint Recaps - Welcome to Dynamight Studios!

      Hi everyone!

      This forum section has been created to allow you to (virtually) enter the office of Dynamight Studios and follow what's being added to the game on a frequent basis.

      Unlike SOTG (State Of The Game) updates, posts in this section are rather concise, each covering the work done during a single Scrum Sprint (or two, at most).

      Two caveats before you dive in to this section:

      • Posts are coupled with screenshots and short videos of assets whenever possible, but we're keeping more structured gameplay videos and trailers for large updates only.
      • The focus of rendering compositions and other assets shown is often to give you an insight of the processes followed in the development of the game. Images often show incomplete works, or assets that we deem finished for the time being but that will be nonetheless improved in a close or even a distant future (during Beta, for instance).

      With that being said... Enjoy and, always, feel free to leave your feedback and drop your questions whenever you feel like! πŸ˜„

      posted in Minor Releases
      Prometheus
      Prometheus
    • Forum Downtime 2017 Dec 13-14

      Hi all,

      as you know all too well, the Fractured forums have been offline for over 1 day (and just recovered) from a tragically failed update. We'd like to apologize for the prolonged downtime - that was really unexpected for us too.

      During the downtime, we've changed server settings so that if such incidents occur in the future, you'll be automatically redirected to the page tracking the status of all Fractured services:

      status.fracturedmmo.com

      As a gift for your patience and dedication, we've also decided to add 200 Foundation Points (1 Level) to all existing accounts! :slight_smile:

      Since we're aware some of you were alarmed seeing your total experience in The Foundation fall (as you didn't know it was temporary), we are changing the system so that it uses cached values instead of fetching them at runtime from the forums if the latter is not reachable. No more scares! πŸ˜‰

      See you soon for the next update!

      Best,
      Prometheus

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Can we assume an on-player non-game mechanic hate towards the different races?

      Hi @muns - as explained in the thread @lehuan5062 linked, there are restrictions to mixed-race groups based on the group's alignment. Indeed, we expect the rivalry will be triggered more by alignment than race - but of course we it's very well possible some players will role-play characters who "hate" other races too!

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Feature Spotlight #1: Three Races, Three Gameplays

      @oseday said in Feature Spotlight #1: Three Races, Three Gameplays:

      Will we get some more info about the gods?

      One of the upcoming updates will be focused on the gods of Fractured, but we haven't planned when to release that one yet :slight_smile:

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Where are all the Demons?

      @kaizan said in Where are all the Demons?:

      What happens when a guild is created that has all 3 races aligned to evil and dominate the demon realm?

      You can't put Beastmen and Demons in the same guild because or their natural alignment, nor you can ally a guild with Evil alignment and one with Good alignment. Plus, it's not easy for a Beastman to jump to Tartaros and the time granted there for every trip is limited. If you want to "dominate Tartaros", you should play / found a Demon guild πŸ˜‰

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: Lore

      @Sora-Senpai @Deity the lore of Fractured will be quite light overall - it's a sandbox MMO, and our team is small, so it'd be hard for us to produce that kind of content. We'll expand it in future spotlights though and you'll find it scattered in the game through the relic mechanic as well :slight_smile:

      posted in Questions & Answers
      Prometheus
      Prometheus
    • RE: State Of The Game #1 - A Gallop To Alpha

      @vengu said in State Of The Game #1 - A Gallop To Alpha:

      Considering how close we are to the end of the year, is it safe to assume the Kickstarter won't happen this year?

      It is, yes.

      @lehuan5062 said in State Of The Game #1 - A Gallop To Alpha:

      @Prometheus please contact gamek.vn to have more people from Vietnam come to this game. Me and others came here from that and did make the top 2 back in June and top 3 recently.

      Thanks for the tip. We already reach out to them every time we send out a press release :slight_smile:

      @deity said in State Of The Game #1 - A Gallop To Alpha:

      are we going to be able to see a video or something about how the game is developed over time when it's out like some other games? i think that would be quite interesting.

      We haven't planned that so far, but why not, it's a possibility for the future :slight_smile:

      @esher said in State Of The Game #1 - A Gallop To Alpha:

      Will there be only "normal" weapons" ? (like sword, bow,...) Or there will be more ? (daggers, hammer, mass, axe,...) ?

      There will be more than the ones listed in this journal, of course!

      @kralith said in State Of The Game #1 - A Gallop To Alpha:

      You should change it to "all accounts", because also old accounts just get now the points from levels.

      It was probably a little misleading, yeah. I meant "if a new account is created, it won't gain daily points until it reaches level 10". It was implied it's for everyone - the default 15 daily points no longer exist.

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Will the first alpha be private for limited users?

      @areoc said in Will the first alpha be private for limited users?:

      Any time frame on the launch of the Kickstarter campaign?

      We can't give a time frame as of today - the more funding we manage to raise before, the later the Kickstarter is going to happen. It will most likely be in the first half of 2018 though!

      posted in Questions & Answers
      Prometheus
      Prometheus
    • RE: New info coming?

      @velish said in New info coming?:

      Are they going to do a crowdsource?
      If they want more cash they should do what crowfall did and sell shares in the game/business πŸ˜€

      What you're referring to is "equity crowdfunding" (selling shares of Dynamight Studios through authorized portals). That's something we might consider but only later on. Kickstarter is going to happen first :slight_smile:

      @logain said in New info coming?:

      Some games go in the thousands, some in the hundreds

      We definitely won't go in the thousands nor in the hundreds for Beta/Alpha access!

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: How to you feel about the games "advertising"

      @D3dman thank you for being here so early! :slight_smile: While we haven't released game footage yet, these boards and the website are not so deprived of information. You can gather a lot of insights from fracturedmmo.com home page, FAQ page and this thread, for instance!

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • RE: This forum is completely, and utterly unusable

      @Holya humor doesn't offend me, no. But I've moved this thread to off-topic where humor on "glaucous blue" belongs :slight_smile:

      posted in Off Topic
      Prometheus
      Prometheus
    • RE: New info coming?

      Sorry for the wait guys! Here it is!

      https://forum.fracturedmmo.com/topic/617/state-of-the-game-1-a-gallop-to-alpha

      πŸ˜‰

      posted in Discussions & Feedback
      Prometheus
      Prometheus
    • State Of The Game #1 - A Gallop To Alpha

      Hi everybody!

      Today, we've released the first issue of a new type of Fractured blog entry: a State Of The Game update! The aim here is to give you a detailed account on the progress being made on the development of Fractured - including what features we’ve added and what challenges we had to face.

      Click here to read the journal

      Now, I know what you're going to say... Yes, it’s been a while since the last blog update. We’re well aware of that, and I'd like to apologize to you for such a long wait. As common in such cases, the reason of the delay is a combination of multiple factors.

      First of all, the whole team has been focused on the development of some features and art assets that will soon allow us to release the first screenshots and videos of Fractured. All that’s being developed is of course not only finalized to the production of game footage but is also an essential part of Alpha 1, which is set to be released in late 2018 (as planned). The update we've just released explains it all! :slight_smile:

      Since Dynamight only employs one full-time developer and we wanted to push the accelerator, I went back to active game development myself. The move has worked well, but has taken away a considerable portion of time. Additionally, an annoying surgery has kept me out of the office for a couple weeks. Bad luck never comes alone! πŸ˜‰

      That being said... let us know what you think about this new type of dev journal and stay tuned for the upcoming game footage!

      Enjoy Fractured!

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Multi-account

      @logain said in Multi-account:

      Any specifics on how you're planing to enforce this? And what's the stance towards shared/traded accounts?

      By monitoring players' activities - login / logout patterns, IP addresses, in-game behaviors. It's not easy, but doable with the help of player reports. Account sharing and trading is forbidden too, as in most MMOs.

      In the end, our aim won't be to punish the guy who shares the account with his girlfriend, but people exploiting the ownership of multiple to gain massive unfair advantages.

      posted in Questions & Answers
      Prometheus
      Prometheus
    • RE: Feature Spotlight #1: Three Races, Three Gameplays

      @luccheno said in Feature Spotlight #1: Three Races, Three Gameplays:

      Different speed mounts - the end of "all the same for cosmetic sake"

      The fact mounts have different speeds (and other stats as well) doesn't mean you'll be able to buy faster/stronger ones in the store :slight_smile: You only buy skins in the store, which can entail dramatic changes to the look of a type of mount, but not to its power!

      posted in News & Announcements
      Prometheus
      Prometheus
    • RE: Multi-account

      @33Hp you'll be allowed to have multiple accounts and more than one character per account. You won't be allowed to keep multiple accounts connected at the same time though.

      posted in Questions & Answers
      Prometheus
      Prometheus
    • RE: Feature Spotlight #1: Three Races, Three Gameplays

      @vengu said in Feature Spotlight #1: Three Races, Three Gameplays:

      Thanks for the answers and also, do mounts have different speeds aswell?

      They do :slight_smile: They're not enormous though.

      @exile said in Feature Spotlight #1: Three Races, Three Gameplays:

      I'd like to know if I can get clarification on the amount of time a given race can remain on a planet other than theirs.
      In addition, for Demons; is it impossible for a Demon player to engage in group play with a friend of his who plays a human character?

      That depends on their preparation, their alignment vs the planet they're visiting, and whether there are special events running (such as an eclipse on Syndesia). In general, we're talking of short times - a few hours at most, which is linked to the idea that you're having an "adventure" on another planet, not settling there.

      As for engaging in group play with a Human friend, sure, the Human friend could travel to Tartaros or the Demon to Syndesia and they could play together. How long they will survive in a hostile planet is a whole different story πŸ˜‰

      @KairosVal that's a nice original idea, but it would take a considerable amount of work to implement it - so, as you've said, it's unlikely we'll consider such mechanics early on. For sure there's no limit to how deep and creative we can go when it comes to racial mechanics though, so never say never!

      posted in News & Announcements
      Prometheus
      Prometheus
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