Draconic Order goes ONLINE! New 'multiplayer' demo build available to test
Hello everyone! A new development cycle has begun and with it comes new things to try. We have a build marked 'Multiplayer', and want to see the limitations of the networking backbone before unveiling much, much more! The build should auto connect to the cheap testing server upon opening the game, where you *should* see others when they connect as well.
This build is primarily to test: -player networking/infrastructure/backend load -4 playable races (with male and female counterparts) -Basic Archery -Basic Melee -Inventory
We made progress on more for the demo but due to a complete meltdown of our file (Editor wrote null to every character of the active scene, causing many recent hours of lost work), the next set of items were lost due to the project fire and will be implemented next update: -Looting bodies -Vendor menus -Quest menus
Thanks all. New website explaining the game's more MMO-like premise coming soon as well.
Day 1 update with some much needed fixes! V1.01
Yesterday was challenging, so thanks to everyone who recorded their gameplay so it could be picked apart in order to see the weakest areas of the game. I think yesterdays development will be very helpful.
General, Helpful Changes:
Added a new button in your inventory, called 'Help/Hints', which pulls up a menu of controls, and more info on what things you can do on the island, and how to summon spells and Guardians
Rewrote the Tomes notes to be more clear about what two items you must put in your hand at the right portal. Some even break character and say something about "pull the items out in each hand and hold triggers".. which felt kind of bad, but until I find better ways to convey this, it will do.
Tuned the Hover ability to have better control and stopping power. This will be a bandaid until the highly requested Trackpad locomotion gets added.
Added Day length and Night length options in the 'Options' menu
Added a super basic image map of the island, which is given to players at the start of a game. Eventually this will be a nice, 3d interactive map, but to cover the most ground in one night, it is just a basic overlay
Added a testing option for Level of Model Rendering.. Something I noticed yesterday, is some Players were having monsters pop really close to them, instead of further away. This is hopefully going to fix that, but I dont know until I get my spare parts cobbled together with a 970 later tonight so I can test.
Other fixes and changes:
Replaced the gray, black, and white wolf with a much nicer looking Wild Wolf for now. He has other color patterns, so the color and difficulty variations will make their way back. But for now, nicer wolfie.
Changed Guardian Command "Follow Me" to "Follow Me & Attack", which is basically the warpath method of following that they already do. They will also do a much better job of not getting stuck on monsters who aren't in rendering distance!
For sanity's sake, added a Guardian Command "Follow Me & Ignore", which will make them do a beeline towards you and not fight until told otherwise. This is the opposite of the other "Follow Me & Attack", and will eventually be a more defensive follow, so if the Player or Guardian gets hit, it will respond accordingly. But for now, we need an easy way to move them.
Fixed the Workbench! I did some dumb stuff and broke it pretty badly on accident when I switched out the low-poly model it was using. That is on me.
I removed some schemas from Unity's built-in Quality modes (simple, fastest, fast) in order to try and narrow down the variables to get things fixed.
The trees are alive I have a feeling the trees being crappy will be going on again. Until I hook up my other rig with a 970 and begin debugging these dreaded LOD and render distance settings.
The Big Day! Monday Oct 31, 9am EST!
To my fellow Draconians:
As we gear up for the big day, some last minute changes have gone in that I know will add to your initial experience in the game.
- New OPTIONS menu, includes Master Vol, Music Vol, SuperSampling, toggling Item GUI Hints, toggling Xtra Chaperone, toggling Music on/off.
- New TUTORIAL to quickly learn the controls, how they function, how to equip weapons to each hand and cycle through them, how to equip spells, and how to use Hover and Teleport spells!
- 30+ high quality music tracks have been added into the game to really drive immersion depending on where you are
- Upgraded any lower quality animal models to higher quality versions. They turned out amazing. This alone is worth bumping the release date as we have, since you only get one first impression!
- AI aggro sounds have been added, now all creatures have multiple aggro sounds. Nothing scarier than running through the woods at night and seeing glowing eyes, growls, hearing the clicks of angry spiders / insects, and the glow of crawlers!
- Upgraded a number of animal's sounds (attack/gethit/die/aggro/flee) with higher quality audio sfx packs
- Added four incredibly badass looking minibosses. I hope they scare the hell out of you! They now drop the epic weapons. They will wipe the floor with you, so you WILL need backup!
- Revamped the AI for each creature to make tighter turns, and better pathing over hilly/bumpy terrain
- Changed grass to a higher density and rendering distance, which really added a lot to the immersion level. Also decreased the LOD distance for trees to free up resources for higher frame rates
- Added craftable Metal Spear from the workbench
It has been a busy few days!
But I want to thank everyone for showing so much support already. This is an Early Access game, but I didn't want anyone to be buying a demo. You will have a lot to do in this game, even on launch. So far, no game crushing bugs.
I hope to really start formalizing the website ( draconicorder.com ) and add my mindmap of features to serve as a roadmap, as well as add descriptions to the initial set of classes. We will need other awesome people who want to contribute ideas and support to the community that is forming around this awesome concept.
Also! News for multiplayer that will be coming around Christmas:
The initial 4 classes will be chosen by the community via in-game poll! The options will come from the list on DraconicOrder.com under Races/Classes
Thanks everyone, see you inside!
Prelaunch Hype!
Hello everyone,
As we gear up for the big day, some last minute changes have gone in that I know will add to your initial experience in the game.
- Upgraded the Tree resource system so trees fall upon being full resourced
- Upgraded some animal models to higher quality versions
- AI aggro sounds fixed up, now all creatures have multiple aggro sounds
- Upgraded a number of animal's sounds (attack/gethit/die/aggro/flee) with higher quality audio sfx packs
- Added four incredibly badass looking minibosses. I hope they scare the hell out of you! They now drop the epic weapons
- Revamped the AI for each creature to make tighter turns, and better pathing over hilly/bumpy terrain
- Changed grass to a higher density and rendering distance, which really added a lot to the immersion level. Also decreased the LOD distance for trees to free up resources for higher frame rates
- Added craftable Metal Spear from the workbench
It has been a busy few days!
But I want to thank everyone for showing so much support already. This is an Early Access game, but I didn't want anyone to be buying a demo. You will have a lot to do in this game, even on launch. So far, no game crushing bugs.
I hope to really start formalizing the website ( draconicorder.com ) and add my mindmap of features to serve as a roadmap, as well as add descriptions to the initial set of classes.
The initial 4 classes for multiplayer will be chosen by the community via in-game poll!