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Tagged News: tasos flambouras

Monday, December 10th
Developer Journals

Due to the perils of email file transfer, this article appears on Monday as opposed to its regularly scheduled Friday slot. Nonetheless, Tasos Flambouras gets us up to date on a slew of the latest questions the community has been asking in our regular bi-weekly developer journal.

All this work is making it hard to release more updates than what you get in this journal and even this is a stretch. We made an effort last week and got some screenshots from siege testing and released more later in the week on our website. We'll keep trying to make more frequent updates as time permits. We want to give you videos, and we will, as soon as we can get around to it.

The last journal raised some questions which I think need answers...

Read more after the click and our apologies for the delay.

Friday, November 23rd
Developer Journals

In today's developer journal, Associate Producer Tasos Flambouras takes us through three big issues he's seen discussed in the community lately: the economy, prestige classes and much more.

Every other Friday, Flambouras presents a developer journal that updates the progress of Darkfall here on WarCry.

imageOn remapable keys: You can absolutely remap everything.

On Invisible hiding: There is no invisibility or stealth skill built into the game. You can be stealthy using actual player skill and using the right equipment and movement, and hide as to not be detected moving in.

On the related issue of having radar: The only radar is one that shows you your own party. No other radar exists in Darkfall. You can add your own map markers and customize your map, and some quest information will add map markers for you.

Read more after the click.

Friday, November 9th
Developer Journals

We've got some more Darkfall for you today. Associate Producer Tasos Flambouras muses on potential publishing options and business models for Darkfall and then brings some brief descriptions of clan cities and what they're all about.

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A major concern right now is publishing. We're still looking at both options of self publishing and accepting one of a few specific publisher options. We have strong arguments for either scenario. We hoped we'd be done by now with a final decision and we're not, so to compensate we've been moving forward and working on setting things up as to not waste any time. We've actually come a long way and we should be able to settle on what's best very soon.

Read more after the jump.

Friday, October 26th
Developer Journals

Darkfall Associate Producer Tasos Flambouras gets back to the journal writing this week after a brief hiatus and discusses the nitty-gritty details the team has gotten into recently. Game development is often seen as a dream profession, but in this update, he reminds people of all the things they need to do that are a little less cool.

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Overall, we're on track as much as we can be. We've been plagued by various physical bugs, health issues, equipment failures, but nothing seems to be able to keep us from the mind-blowingly boring tasks of QA, and adding content that have become our daily routine for the past few months. On top of all that, we're having a hell of a time getting some positions filled. We have a very high standard, and while we're getting a lot of applications in, it's not easy finding the right people.

Right now, it's all about the millions of little things.

Read more after the jump.

Friday, September 28th
Developer Journals

This week, the Darkfall developer journal series continues with a brief, but enlightening entry on recent events at Aventurine SA. This last week saw a fan - Asp of the Lords of Death guild - visit the studio and Flambouras also reveals that they now have a specific Beta date chosen. Although, he isn't yet in a sharing mood on that front.

Asp from the Lords of Death guild visited us today. He was in a neighboring country on business and he made the trip down to meet us, see what we're up to, and to hang out. We were hoping to maybe give him a small beta preview but he couldn't delay his visit until Monday for our beta build to be up again. We talked about city building, conquest, tactics, the economy, griefing, clan cities, alignment, racial balance, and a lot more. He met several of the developers and saw some of the work. We let him play our demo to get a feel for the gameplay. Asp has played pretty much every MMOG out there since Ultima Online, and his reaction really elevated our spirits, made us remember what our goal is: to hopefully blow you away. We don't get that many visitors around here so it was great meeting with him. I believe he's going to write something on his impressions when he gets back home.

Read more after the jump.

Friday, September 14th
Developer Journals

The bi-weekly Darkfall developer journal series moves to a new day as we continue with our coverage of this game. Associate Producer Tasos Flambouras will continue his updates every other week in this space, but from here on out, it will be on Friday.

In this issue, he gives us a general development update.

There are a few AI issues having to do with the AI configuration which are being fixed. Some animation blending bugs have been fixed. Animation blending as in the character jumping for example involves three different animations.

We're continuing to make tools lessening the need for human interaction with the data which leads to less inconsistencies and more speed for the developers. We're making more worldbuilder tools to automate production, and server monitoring tools for statistical analysis of the data.

Read more after the click.

Friday, August 31st
Developer Journals

After a few weeks on hiatus, we're back with a brand new exclusive Darkfall developer journal. In this new issue, Tasos Flambouras brings us up to date on all that's gone on behind the scenes since he last had a chance to write.

We're working on hardware compatibility and hardware support issues. There are some minor problems with some older NVIDIA cards which are being addressed. Some Z fighting issues are also being dealt with at the moment. Z fighting is basically a graphical glitch where you get some flickering in areas where polygons meet or are placed too close together. It has to do with world building and the placement of objects.

We're building tools for ourselves to automate data integrity testing, and to report inconsistencies in the content.

Read more after the click.

Thursday, August 2nd
Developer Journals

We were surprised and delighted all in one to receive a journal from Tasos this week. The guys at Aventurine have been busy with their heads down, working, but Tasos popped up long enough to give us at WarCry an update.

Testing, bug fixing, and adding content are the order of the day. The worldbuilders have been improving areas of the world we created a long time ago before we had the wealth of worldbuilding assets that we have today. We're also adding more tools to make the testing process smoother.

Head over to Darkfall on WarCry for more!

Thursday, July 19th
Developer Journals

We're back on track with a new exclusive update from Tasos Flambouras and the Aventurine SA crew. This week, Tasos tells us a bit about the delay, what's been going on over in Greece and gives us a rare gameplay video of the Aerdin Cat, the Mirdain mount.

Since our last status update, there is not much to report: we've been fighting to meet our milestones, we've been adding content, and we've been testing. The beta build is essentially a release version functionality-wise so there are numerous things to go over.

Click below to check it out.

Thursday, June 28th
Screenshots

Unfortunately, this week Tasos Flambouras was busy with travel and unable to get everyone a proper developer journal. Instead, we have four exclusive screenshots of the game for everyone to enjoy. These images show off the game's new dynamic shadows and some of the things they have planned for terrain textures. Head on over to Darkfall WarCry to check them out!

Comments? Let us know!