![]() I take breaks from games with a good book, usually fantasy and occasionally sci-fi. When I am not making games, I am playing one of the 450+ games I have in my Steam library, PS4, Xbox One, or PC. Most recently I worked on the platform running Wargaming's "World of" games and other titles they are developing. ![]() Since then I have worked on Club Penguin, Deer Hunter 20, Amazing Battle Creatures, and several other mobile titles. That hobby turned into my first job in game development about 10 years ago. Instead of a direct route I jumped into business software development and created games as a hobby. I've wanted to make games since the first game I ever played which was Space Invaders on my aunt's old Atari 2600. As she just joined the studio, it's customary to do a brief introduction. Wire frames for describing the chat functionality.Ī couple early prototypes of the chat dialog showing proximity fading and message types.Īnd speaking of Brizanda. If you'd like more information about how our chat system is intended to work, make sure to check out Vye's recent Design Journal: Communication. To that end, our newest engineer, Brizanda, has been given the task in 0.3.0 to get our proximity chat system up and running. With the release of the Vo圎lyria client it's also imperative that our players be able to interact with one another in some way or form inside of Vo圎lyria. The Quest for ConversationĪ MEOW (Multiplayer Evolving Online World) isn't a MEOW without a heavy emphasis on proximity chat. But with that summary out of the way, let's take a deeper look into what we'll be doing in 0.3.0. With 0.3.0 being the last release before Chronicles of Elyria is released to the Alpha 1 backers (in the form of the Vo圎lyria client), a lot of the focus of 0.3.0 is on performance, stabilization, scalability, and prep work for the impending invasion of the players onto the Elyrian servers.Įven still, the design and content teams are hard at work on the creation of new systems and new assets as a follow-up to the work we did in 0.2.5 on Equipment, and the work we'll be doing in 0.4.0 on crafting. With 0.2.5 done it's time to move on to 0.3.0, and this past Monday the team and I got together to review and plan for the upcoming sprint. Yesterday you got a chance to see how release 0.2.5 turned out in Vye's adventure wrap-up blog post "Adventure Completion: Sense of Identity." If you haven't checked that out yet I highly recommend it.
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