Reign of Guilds cover
Reign of Guilds screenshot
Genre: Role-playing (RPG), Adventure

Reign of Guilds

Updates 0.52.554 and 0.53.578 review

Friends! Here's a short video review of key features presented in 0.52.554 and 0.53.578 updates.

[previewyoutube="6s0eyozm_LA;full"]

Update 0.53.578

Hello, friends!

First of all on behalf of Atlant Games team we want to congratulate the wonderful and beautiful ladies with this special day!

And now shortly about the main news:

  1. We made it to the quarterfinals of the the WN dew contest.
    Starting from 04/03 and until 01/04, you can vote for your favourite game - once a day. Your votes will be very useful to us, for voting - follow the link and put a like.
    Since you can vote every day, we, on our part, want to thank you for your activity:
    - For 10 votes - ROG Club membership;
    - For 15 votes - pre-order pack "Knight".
    - For 20 votes - pre order pack "Black Knight".
    For those who are already in ROG Club we will give 60, 120 and 185 RCP, respectively.
    Take a screenshot every day with a mark about likes and leave it in the topic on the forum, or in the comments.
  2. 26/02/2021 we came back to the Normal-server, which will be updated every 2 weeks, the PTR server now remains strictly for the developers needs. This means that you no longer need to enter the code for Beta versions on Steam, you need to play on the Normal-server, and the uptime of the PTR server will be minimal;
  3. List of invitees in the ROG Club by application (read more​):​ Dura, Kimiro, Arunte.

Have a nice working week, ROG'oms up!

Change list 0.53.578 from 05/03/2021



1 | Code


1.1 | Added:

  • The prototype of the siege structure (tower) with its own controller and physics - set in motion by 4 players;
  • The cost of using magic not only in MP, but also HP and energy;
  • Random for healing magic;
  • Mechanics of interaction with movable vendors (they stop for trade, after the end of trade - continue their way);
  • (AI) Logic for Troll and Troll Warlord;

1.2 | Optimized (incl. full refactor):

  • Interaction of the character with objects (now the authoritativeness is entirely on the server);
  • Mechanics of immortality after respawning;
  • Game start mechanics (appearing in the world);
  • Mechanics of unequip weapons when respawning / entering the game;
  • Camera change mechanics;
  • Buff / Debuff mechanics;

1.3 | Fixed:

  • Displaying level of items in the slot;
  • Number of items and its level in the tooltip (level l), incl. for items that do not stack into stacks.


2 | Game World


General
2.1 | Added:

  • Teleports to locations;
  • Spawners with a fixed spawn location;
  • Underground floor for “Tavern” level for tutorial.

2.2 | Changed:

  • Balance of T0 items;
  • Powders (for consumption test);
  • Placeholder NPCs are gradually replaced with final ones and dress up.

Mines
2.1 | Added:

  • Temporarily placed trolls at the entrances.

3 | UI/UX


3.1 | Added:

  • Unified tooltip lvl l for powders (subject);
  • Text values for hidden numerical characteristics of magic;
  • Tooltip lvl l for buffs (magic effect);
  • Sounds to the trade window;
  • Localization of the trade window.

3.2 | Changed:

  • Elements of the radial menu that have not yet been introduced are highlighted with a translucent design.

3.3 | Fixed:

  • Radial menu is closes when away from the target, or by ESC.

Update 0.53.567 (17/02/2021)

Introduction

Hello, friends!

Shortly about the main news:


  1. 26/01/2021 we canceled NDA, so in the near future we will start to give keys to all interested influencers;
  2. We diceded to increase the number of test keys for pre-order packs, including previously purchased ones: Banneret +1, Raubritter +2. To get them, use the "Key code" button on the forum;
  3. We have resumed to give invitation to the ROG Club on the application form (more details), here is the list of invited guests: Eskaldar, lvond, MatMax Qclick, SquiGuard;
  4. We have prepared a short video “End of Silence", starting from which we will prepare videos for our regular updates.


[previewyoutube="8v1JpXnJzKs;full"]

ROG’oms up!

Patchnote 0.53.567 (17/02/2021)



1 | Code


1.1 | Added:

  • World Map (Key ”M” in English layout);
  • Loading screen with a progress bar;
  • System of second and third level tooltips;
  • Reduction system of units of measurement (thousand - “k”, million - “kk '') for items and taler.
  • Separate optimized AI system for citizens / workers / travelers / traders;
  • (AI) A new method for spawning mobs in specific locations rather than random locations.

1.2 | Changed:

  • Artificial lighting (including returned support for dynamic shadows);
  • For GM characters, the buff bar and hotbar are returned with a 3rd person camera;
  • Pressing the MMB (mouse wheel) allows you to rotate the camera around the character (previously, holding the RMB);
  • Pressing MMB again returns the bindings of the camera to the character (earlier - releasing RMB).

1.3 | Optimized:

  • Complete refactor of character death;
  • Complete teleportation refactor;
  • Damage, death, sight and respawn widgets;;
  • (AI) Full NPC refactor (guards);

1.4 | Fixed:

  • Taking negative damage (magic protection).


2 | Game world


General
2.1 | Added:

  • New map (Tavern) for the main menu, it will also be for the tutorial level.

2.2 | Changed:

  • Fog and render distance;
  • Vendors are re-done to a new AI class;
  • Some products are from vendors.

Harbour Village
2.1 | Added:

  • 100+ more optimized artificial light sources;
  • Powder

2.2 |Changed:

  • House of the Elder.

3 | UI/UX


3.1 | Added:

  • Tooltip (level ll) for a taler with full display of the amount;
  • Item level in the upper right corner of items icons;
  • The system of checkboxes for hiding windows when pressing the “TAB” button;
  • Localization of tooltips and widgets.

3.2 | Changed:

  • The item tooltip displays the total number of items in the slot;
  • Tooltip position (level ll).

3.3 | Fixed:

  • Displaying negative values in tooltips;
  • Different size of the text field description before and after fixing the tooltip.

Update 0.52.554 (01/02/2021)

Hello, friends!

In these 2 weeks, we paid maximum attention to bugs, as well as adding GM functionality that will allow us to debug the combat system together with you online.
Follow the announcements on the site - in the coming days there will be some news about the bureaucratic (and not only) changes in the life of the project.

Have a good working week, ROG’oms up!

1 | Code


1.1 | Added:

  • Turn on/off artificial lighting (lanterns, lamps, candles,etc.), tied to server time. Presets for use by level designers;
  • GM characters returned to full 3rd person camera ability (test mode);
  • GM characters added the ability to change the physics of the combat system directly online (test mode);
  • Game settings at the Main menu.

1.2 | Changed:

  • Wipe of the PTR server;
  • Removed x100 rate for gaining experience;
  • The formula for gaining experience when taking damage;
  • The system of “sphercasts”: their number has been increased from 5 to 7, different timings (first and subsequent) have been added for various types of weapons and attacks;
  • Camera height from 1st person (177 cm) for a character (194 cm tall);
  • Camera height from 1st person when switching to a combat stance is now taken as a % of the base camera height, rather than in absolute value;
  • Height of the starting point for the sphercasts and the beam that checking hit in the head/body/legs;
  • Temporarily added a ban on dodge during cooldown (after attack/using magic);
  • Passive HP/MP regen (every 2 sec, depending on the Physical level and Magical level);
  • Calculation of energy consumption when jumping, depending on the weight and the number of repeated jumps.

1.3 | Optimized:

  • AI - New equip/unequip system for weapons;
  • New system for updating time of day and lighting in editor mode.

1.4 | Fixed:

  • Incorrect collision of some weapons behind the character’s back;
  • When re-equipping the same weapon, the equip animation is played from the “start” position of the unequip animation;
  • VFX powders from 1st and 3rd person are not displayed;
  • Weapons are not always unequipped when respawn/first entering the game;
  • Problems with equipment after death with a weapon in hand;
  • Involuntary unequip in some cases;
  • Shield block rises even during the weapon’s CD (and should only after the end);
  • All attack with melee weapons only from the left;
  • After death, it’s impossible to use powders;
  • No camera shake effects during unequip and swap;
  • No change in camera height when switching to a combat stance;
  • If you throw out 2H weapons from the inventory, and it was in the hotbar and was displayed behind the back, then it will remain behind (only externally);
  • Weapons disappears late in 3rd person on unequip / swap;
  • VFX does not disappear from the powder from the 3rd person, as well as the crossbow;
  • Removed the ability to hit with a RMB-attack from 3rd person view;
  • AI - for guards when switching from Idle to Defensive stance, the weapon is displayed with delay;
  • AI - wrong animations were played in the “Flee stance”;
  • AI - Guard Tag and access error, due to which Guard did not equip weapons;
  • Errors, if there is no server time controller in the scene.

2 | Game world


General

2.1 | Added:

  • 2 quarries,1 mine (medium size, 3 entrances).

2.2 | Changed:

  • Natural lighting;
  • Loot containers are no longer GM type (there are no powders);
  • Remaster (textures,materials) of wood on 20+ models.

Harbour Village

2.1 | Added:

  • 30+ sources of artificial lighting.

2.2 | Changed:

  • Improved market;
  • Improved house interiors.

Abandoned Castle

2.1 | Changed:

  • 10+ materials on objects;
  • Minor edits in the plan of structure.

2.2 | Optimized:

  • LOD’s and collision of all stone walls.


3 | UI/UX


3.1 | Added:

  • Direct connection of the dimensions of the sight of the melee weapon with the area of destruction of the given weapons (the diameter of the “sphercasts”, but not the range of the weapon);
  • New system for displaying the duration of buffs;
  • A new system of uniform tooltips for icons of characteristics and attributes of a character;
  • Localization of tooltips for icons.

3.2 | Changed:

  • System of appearing, fixing and closing tooltips of l and ll levels (F+LMB) on icon.

3.3 | Optimized:

  • UI textures for tooltips.

3.4 | Fixed:

  • Incorrect display of types of sight in combat stances;
  • The position of the energy icon and its icon in the characteristics menu;
  • The bonus is not displayed when bouncing in the character characteristics;
  • Bonus from blocking is displayed incorrectly in the characteristics window;
  • Unstable displaying of an additional bonus for shields in the item tooltip.

Update 0.52.548 (15/01/2021)

Friends, welcome!

Despite the fact that only one week has passed since the previous update, and even part of the team was resting, we still stick to the schedule, and that's what came of it!

Have a great weekend, ROG’oms up!

1 | Code


1.1 | Added:

  • Change in tax rate for transactions with NPC depending on the type of vendor;
  • Vendor type “Speculator”;
  • New systems (un)equip/swap items in hand with CD system, hotbar;
  • Increased character defense during bounce: bonus size and duration depends on the direction of the bounce.
  • New system for calculating energy consumption for bounces / jumps: depends on the weight of the equipment, the direction of the bounce, the number of repetitions in a row;
  • Visual weapons drop from AI upon death.

1.2 | Changed:

  • Wipe of PTR-server;
  • Interaction of LMB and RMB in the “1H weapon with a shield” stance;
  • Disabled profession presets when creating a character, a character is created with level 1.1 and without profession;
  • At level 1.1, there is now 100 HP/MP/Energy;
  • Disabled inverse kinematics (IK) on the character.

1.3 | Optimized:

  • AI (stationary NPCs) - server load;
  • Mapping of weapons behind the characters back.

1.4 | Fixed:

  • Leveling character attributes by restoring HP/MP;
  • AI (Guards) - transition from Idle stance to Defensive stance;
  • Errors on the server related to weapons arrays;
  • Wrong mapping of an arrow when equipping a crossbow.

2 | In-Game items:


2.1 | Added:

  • 19 items of T1 armor (head / chest / legs / feet / shields);
  • 8 items of T1 weapons (all types,except for the “2H axe”);
  • 23 items of T1 / 2 / 4 powders;
  • 4 items of character containers (3 main, 1 secondary);
  • 1 item of reset characteristics (20 points).

2.2 | Changed:

  • T2 loot from lepers;
  • Loot from rabbits.

3 | Game world


General
3.1 | Changed:

  • Lighting.

Harbour village
3.2 | Added:

  • Market in the central square;
  • Sacked fishing district;
  • 2 vendors T1 (Weaponsmith,Sorcerer);
  • Interiors of houses (tavern,smithy,house of mortician,fishing hut,other apartment houses);
  • Placeholders for stationary NPCs and vendors;
  • Containers (chests,boxes, barrels,hiding-places).

3.3 | Changed:

  • Infrastructure;
  • Assortment from vendor T1 (Armorsmith);
  • House exteriors (foundations,exterior doors added).

3.4 | Optimized:

  • The number of isolated objects in the location has been reduced by 60% (ISM - instance static meshes).

Abandoned Castle
3.5 | Changed:

  • Layouts and dimensions of the forts;
  • a row of materials on objects;

3.6 | Optimized:

  • The number of isolated objects in the location has been reduced by 80% (ISM - instance static meshes).

Somewhere along the road from Harbour to the Castle
3.7 | Added:

  • Fishing camp;
  • Vendor T1 (Speculator).

4 | Models and animations


4.1 | Added:

  • Bag models;
  • LODs for guards.

4.2 | Changed:

  • Dimensions of all weapons are adjusted to the intended type (example: short sword,sword,bastard,claymore,zweihander,etc).

5 | UI


5.1 | Added:

  • Castle siege window;
  • Icons for new items.

5.2 | Changed

  • Debug of client / server weight is disabled;
  • Disabled online information (remains only with GM).

5.3 | Optimized:

  • Improved quality,clarity and optimization of all available icons;

5.4 | Fixed:

  • At the end of the transaction, the selection of purchased goods was not removed in the trading window;
  • Trade window design.

6 | Known issues:


6.1 | Constantly:

  • VFX powders from 1 and 3persons are not displayed;
  • Incorrect display of types of sights in combat stances;
  • When re-equipping same weapon, the equip animation is played from the “start” position of the unequip animation (does not affect the server);
  • Bonus from blocking is displayed incorrectly in the characteristics window;
  • Bonus is not displayed when bouncing in the characteristics window;
  • Incorrect collision at a number of weapons behind their backs - they can push another player away on the client, on the server everything remains in place;
  • Names and HP bars flickering at the NP
  • Vendors (Sorcerer and Weaponsmith) have name tooltips hidden by collisions.

6.2 | Often:

  • Problems with equipment after death with weapon in hand (it will come off over time);
  • For guards when switching from idle to Defensive stance, the weapon is displayed with delay.

6.3 | Rare:

  • Involuntary unequip in some cases;
  • Jittering on bounces;
  • Weapons are not always unequipped when reviving / first entering the game world.

Update 0.51.538 (07/01/2021)

!!! We won't post Reports #31-37 at our Steam page, but you can find them on our website. !!!

Greetings, dear friends, and happy new year!

This update is much more important for us than even for those who follow the project very closely. So before the patch note we will tell you what is the value of this report.

The way the studio managed to solve financial difficulties (described in Report No. 37), allowed to recruit the team in 4Q 2020 to the level exceeding even the most glorious days of Atlant Games, and we will continue to increase the staff this year.

Well, from the middle of November, the newly hired team began to work on Reign of Guilds.

Despite the new team which chemistry still far from perfect, difficult tasks were set among the first:

creation of a completely new game world;
fixing more than 14 thousand errors and warnings on the server that cause excessive load and instability;
updating versions of the game engine and minimizing the number of custom solutions (i.e. replacing them with the introduced functionality of Epic Games).
This update is a confirmation of the successful completion of the assigned tasks, as well as the acceleration of development.

About reports



We have radically changed our approach to development, so the consequence will be the rejection of reports, since they often included content not yet added to the game, which was accumulating on the shelves, and updates were released extremely rarely.

Now, updates to the game on Steam will occur every 15 days, or earlier if necessary.

We will only talk about the progress in development that has already been added to the game, and that each of you will be able to see.

What to expect from this update?



We would like to warn you against high expectations.

Of course, during these 1.5 months we did not manage to make a new game or even fill the new world with content. Now it will be added gradually, but steadily.

Most importantly, ROG has become more optimized both on the client and on the server, devoid of the initial flaws that were incorporated into the architecture of the world and is regularly updated.

Well, let’s ROG’oms up, friends, and move on to the patch note!

Updates list (0.51.538)



1 | Code:


1.1 | General:

  • Engine version update from UE4.22 to 4.23;
  • (Added) Dynamic level in main menu;
  • (Changed) System of server time and clock on the client;
  • (Changed) Lighting system (no TrueSky);
  • (Optimized) Server operation, fixed bugs leading to memory leaks;
  • (Optimized) Hitreact and ragdoll now only on the client;
  • (Fixed) Falling and receiving damage when spawning on the map;
  • (Fixed) Loss of control when appearing on the map;
  • (Fixed) Checking the existence of physical material,their sounds and FX.

1.2 | Combat system (on a way to 2.5 version)

  • (Added) System of inflicting damage by spherical casts, depending on the direction of impact (now the direction of spherical casts repeats animations);
  • (Added) Different degrees of recoil when hitting and interrupting attacks when hitting objects, as well as the types of these objects;
  • (Added) Stance with 2P powder;
  • (Added) Powder types for use in 1 or 2 hands,and for use in 2 hands only;
  • (Added) Forbiddance on jumping / sprint while aiming a crossbow, and forbiddance on aiming while jumping / sprinting;
  • (Changed) After performing an alternative attack (RMB) with a 1P/ 2P weapon, while holding down RMB,the alternative attack is repeated;
  • (Fixed) Possibility to change the crossbow to another weapon at any time when reloading the weapon;
  • (Fixed) Interrupting crossbow reloading during sprint / jump / bounce.

1.3 | Player’s character mechanics:

  • Hotbar and Weapon sockets (version 2.0)

    • (Added) On the character’s back there is 4 sockets (places) for weapons, for 1P weapons, 2P weapons, a shield and a crossbow;
    • (Added) Weapon behind the back now is displayed depending on the order in which the player has it on the hotbar;
    • (Added) Duration of equipping / unequipping / swap items in hands now depends on the type of item;
    • (Changed) When dying / entering the game, the selected weapon is unequipping;
    • (Changed) Increased time for equip / unequip / swap weapons;
    • (Fixed) Quick first weapon equipping after enterring the game, no animations timer;
    • (Fixed) 1P/ 2P axe weapon socket.

  • (Added) Impossibility of throwing items out of inventory upon death;
  • (Changed) Sprinting is allowed until 8% of the total energy remains, after that its prohibited until energy is restored to 15%;
  • (Added) Inability to press A and D keys while sprinting;
  • (Fixed) Dropping (visual) weapons and shields from hands on death;
  • (Added) Landing sounds for falling / jumping and bouncing;
  • (Added) In the upper right corner of the screen there is a teleport button (T) from anywhere;
  • (Added) A new system of HP and MP regeneration depending on the physical and magical level of the character and a variable recovery rate;
  • (Fixed) Fix the shadow of the crossbow at the beginning of the game;
  • (Fixed) AI spawner system, removed big lag at the time of AI spawning.

1.4 | AI:

  • (Added) The behavior of the guards depending on the weapon being carried (1P / 2P / Crossbow);
  • (Added) Mechanic - strafe around the target (movement around the target in the block and without);
  • (Added) Guards use same weapons and shields as the character;
  • (Added) Procedural hitreact and ragdoll (left only on the client);
  • (Added) Optimized HP / MP regeneration system;
  • (Added) Smooth playback of start and end animations;
  • (Added) Ability to use and alternate animations of simple animations that control movement;
  • (Optimized) AI characteristics structure;
  • (Optimized) Loot drop;
  • (Optimized) Spawner system;
  • (Fixed) HP trigger.

1.5 | Trade with vendor:

  • (Added) Information about the maximum transaction amount;
  • (Added) Notifications about the impossibility of making a sale / purchase and the item that caused this excess;
  • (Changed) Trade window increased;
  • (Changed) The need to re-click on the checkmark to confirm the selection;
  • (Fixed) When moving away from the vendor, the trade window is closing.

2 | Models and Animations:


2.1 | Environment:

  • (Added) New terrain material;
  • (Added) New trees,vegetation,stones etc;
  • (Added) New houses (open type) for villages;
  • (Changed) LODs material and textures for palisades and wooden towers.

2.2 | Character:

  • (Added) Animations for the “Two-handed powder” stance.

2.3 | NPC:

  • (Added) Guards (light armor) and animations for them;
  • (Added) Lepers and animations for them.

3 | Level Design:


3.1 | New Locations:

  • New world (continent) one common in 4 parts of the world;
  • Harbour Village (starting location);
  • Abandoned castle with 2 forts;
  • Settlement of the Lepers (west of Harbour in the forest across the lake).

3.2 | Filing and updating locations:

  • (Harbour) Guards,vendor,rodents;
  • (Settlement of Lepers) NPC.

3.3 | World optimization:

  • LODs for landscape;
  • New LOD method for vegetation.

4 | UI:



  • (Added) Guild window;
  • (Added) Stack crushing window;
  • (Added) New window underlays;
  • (Added) Radial menu icons;
  • (Changed) Trade window.

Weekly report #30

The 30th weekly-monthly report is on!

Dear Friends!

We've been silent for a long time. And it has even confused some of you. This is why it’s so nice to reach out to you again and tell you what’s happening in great details since we’ve gathered a lot of materials.

Rebase origin or the war with the windmills

At first, we want to explain why we were silent. The 30th report might have marked the victory over the most complicated problem: it is the coordinates uncertainty when one moves more than 3 km away from the origin (0,0,0). It so happened that the first two counties were shifted by 10 km in the X- and the Y-axes which resulted in the catastrophe regarding the uncertainties. We’ve already discussed in details at our forum what sort of problems such uncertainties brought and told you about the methods for solving them. Also, due to this reason, we had to transition to UE4.22 and went against the road-map.

This is why we just mention here briefly:


  1. The transition to the new engine has been completed successfully;
  2. The unified methodology for shifting the coordinates has already been implemented for all parts of the combat system, except Raycast which is the foundation for the magic of the electric beam, for instance;
  3. As of now while writing this report, we are compiling the build. Tomorrow we will update the status of the pre-Alpha in details. We will walk you through the errors on the way to the stable build and what’s already been fixed.

Now about the content.

I Jumps


If anyone among those who are reading this post thought that we did not realize negative consequences of the current arcade jumps (from the standpoint of animation and flying speed) and the bunny hopping they entail, then we would like to assure you it is not so.

It is just that everything has its time.

It would have been rather fascinating to cut this section of the report right here with the latter statement … No, we are going to discuss what is work-in-progress and what are the plans regarding the jumps:

From the game design standpoint:

  1. There will be two types of jumps: the first one is fast and short, and the second one is with the preparation stage and with the height sufficient to climb obstacles;
  2. One can use the high jump only while ducking, i.e. from the “squatting forward” position;
  3. The squatting will be bound to LCTRL by default. Holding SPACE while pressing LCTRL+W will result in the appearance of the jump bar titled “jump height”. The further the scale is filled, the higher is the jump. If this scale is full by less than 25%, the jump is canceled. This is the protection from misclicking;
  4. Obviously, the filling up of the scale expends the stamina;
  5. The energy consumption for the short jumps will stack, i.e. each consequent jump within N seconds consumes more energy than the previous one. Thus, it will be very easy to immobilize the character if one is not careful enough.

Now here is a GIF of the new fast jump which is currently work-in-progress (draft). Just to illustrate the point:


Changes with physics and animation:

  1. the height of the fast jump is reduced twice compared to the current one;
  2. the vertical acceleration is decreased by 30%;
  3. the in-flight speed, which is equal to the speed of the character at the take-off, is gradually decreasing;

We want to force the players to use fixed jumps and to eliminate the mechanics of the bunny jumping during combat completely by using this complex approach.

II Dodges and 8th semi-passive slot for buffs


They have got some changes as well and they have become more realistic.

1. From the standpoint of physics and animation:


Dodge


Dodge left


Dodge right

Key points:

  1. dodges from all stances have been transferred to mocap data for the bottom part of the body;
  2. the delay after the completion of the dodge has been deleted;
  3. the initial speed of the dodge has been increased;
  4. the distance for dodges to the sides has been decreased to improve realism.

More details are provided in table:


2. From the game design standpoint:

  1. dodges get a short-term buff which grants them certain advantages depending on their direction;
  2. the current buff will occupy and the semi-passive 8th slot which will be introduced to unify several mechanics: leaps, char of the 2nd level, and combined magic.

The 8th slot will be semi-passive since the buffs will appear there only after certain actions which are not related to actual magic casting. For instance:

  1. the 2nd level of the weapon char will allow one to target self with a positive effect (attack increase, a decrease of CD, etc);
  2. the dodges will grant a short-term (< 3 s) increase of the Physical or Magical Defense, and the dispel defense depending on the direction;
  3. the combined magic affects the player even if all his 7 slots for buffs are in use;
  4. certain buffs will grant a chance to receive a certain advantage in the 8th slot similarly to point 1).


III Lightning


We've had enough text already, time for some images.

We are still working with the TrueSky, since, even with some lack of polishing, the technology has a wider functionality from the game design standpoint.

The most important thing is that we’ve made the lighting richer and nights brighter.

We’ve moved the setting to the golden latitude to increase the average duration of the daytime.

10th of March, 13:00

10th of March, 18:00

11th of March, 02:00

11th of March, 02:00

IV Mobes


Today only animations and no description:

1. The skeleton (oh yeah, the belt will be skinned for low/mid settings and it will be processed with apex cloth for max / epic settings)
So far we’ve remade the movement animations (earlier they've been shown in report #26) and added gnashing of teeth:

Idle


Step forward


Run forward

The animations of the attack will be redone from scratch later.

2. Forest


Idle


Sprint


Death


Slow cast


Middle cast with left hand


Middle cast with right hand


Fast cast

V The Necromancer


We talked long enough about the necromancer in the 27th and the 28th reports, we showed work stages. Now we will show his completed set, except the gloves.

We will show how we’re aging the armor with the help of the material using the robe as an example:

Step 1: the geometry with the base material




Step 2: the geometry and the material with the use of a texture with a “worn” alpha-channel (Diffuse map)


Step 3: dirt and dried blood


The rest of the items of his set will be shown for Step 1.

We concluded to have 3 headgears for the Necromancer (I, IV, and VI tiers) after your feedback.

On the 1st tier is only a hood:


In the 4th tier, a death mask split in two pieces and reattached with metallic clamps is added to the headgear:


The 6th tier will feature a crown from metal and bones. However, the 6th and partly the 5th visual tiers of armor will be made later after we finish the 1-3 tiers of other items completely.

Other parts of the set:



Which part of the set do you like the most?

P.S. It should be noted that now we make all the screenshots at brightest lighting of the TrueSky right within the game world. This is why the scene is so full of light, unlike the separate scene we used before.

VI The Crusader


We are remaking the Crusader’s armor for the 5th level, because the armor is not universal for both the old characters and the new ones:


Unlike the Master of Steel, the Crusader on the 5th level has only chainmail, which is the 4th tier out of 6 based on general rules for the visual heaviness of armor.

However, the Crusader’s chainmail will have an increased resistance against magic. In this case, we proceeded with making several colors for future customization.

Regular chainmail with a tabard won’t have symbols of the Crusaders’ school, because it has nothing to do with it. However, it will get rather sympathetic colors:


VII UI


New effects which additionally notify about damage received:


Interface for the guild window:


VIII Conclusion


The best news is for last: during the publication of the current report, we've received a build, where most of the raised issues described in the first part have been tackled.

A dozen of brave men of the ROG Club, who got access to the most classified :) dev-PTR, will receive an invitation to update the game tomorrow. The ROG Club as a whole will join a bit later.

We've removed some content from the report because there is just too much information. However, at last, YO-YO version by ROG:


We will try to make the next report in the video format.

It's Tuesday evening. ROGgoms up, friends, cause now there is a reason indeed!

Yours sincerely,
The team of Reign of Guilds

Weekly report #24

The 24th report wishes you a happy first day of the spring!

And let’s go straight to the report.

I Level design - dead city


We have already told about deserted castles and cities in the previous report. Some of them will be empty and it will give an opportunity to find something interesting and share it with the other treasure hunters - it’s an open world PvP, after all.

But the larger part will be inhabited again. It will be inhabited by the different monsters and lepers.

Lepers are the people who among the first left the villages and towns of Dworran in the period of the Great Poverty. But oddly enough, they created their own camps and settlements, hiding from the tax collectors of the King and the killing squads. We will give more information in one of the next reports.

The screenshots below show the city in the daytime when it’s empty. In the night it will be full of undeads. The road from the Harbour will take about 15 minutes.

It will be the first open instance with the raid boss on the Alpha. The loot will be more qualitative than the vendor’s items.

The walkthrough is under development. On the one hand we don’t want to make it too linear and we want to leave the space for the tactical research. On the other hand, the particular rules of the walkthrough should be kept. But taking into account that the wipe will send the players back to the city and the difficulties with the other treasure hunters we will make it simpler for the Alpha.





II Mobs animations - red scorpion



Meet the first animations of the mobs showed earlier - red scorpion.

Attack


Attack with claws


Appearance


Death


III Fur work



We have already told about our attempts to create the beautiful fur with the minimal FPS losses. There are not so many variants in the industry:

  1. Without fur, using 2.5D material (parallax, for example) that resembles the fur structure;
  2. Polygonal fur;
  3. Nvidia Hairworks.

We’ve tried the last one and it shows an amazing picture. With the first one everything is pretty clear too, but the second one should be tested.

We should painstakingly smoothing the fur polygons by hand. That’s what we get:


After that we got started on the updating of the fur material.

We put both variants to the simplest scene under the in-game TrueSky light. We work on it at the same time)

That’s how it looks like:


We, hand on heart, consider this work on the bear and fur (second way) successfully done.

23 thousands of polygons. We hope that you will like it too.

We do the same work with the wolf fur now.

All optimization measurements, comparisons and conclusions will be included in one of the next report. But there is one predictable spoiler (with the 20 bears on the screen the FPS losses twice smaller than using Nvidia Hairworks). We don’t know if we can reduce the FPS losses with the NHW.

IV Conclusion



In conclusion we talk about around-development:

  1. ROG Club is under NDA (confidentiality agreement) but it doesn’t mean that we develop it secretly or we will prohibit to show the videos (vice versa), but it’s traditional step;
  2. We continue to send the emails with the news. The main aim of it is to move the old Alpha members to the new site and to return those who forgot about our forum;
  3. Follow the news in the topic about pre-Alpha status, the next update is on the Monday or Tuesday.

That’s all!

We congratulate with the coming of spring and the great news from the Reign of Guilds Team ;)

It’s Friday evening - ROGgoms up, friends!

Weekly report #23

The report №23 salutes the followers of ROG development!

We look through the visual and talk about deserted castle, technical moments and take the day off!

Let’s start with the funny things!

I Stickman animations


We continue to make our favourite mob of the ROG more alive, funny and original. We conceive the stickman as a bit otherworldly. That’s how his aggro will look like:



II Mobs


We’re not going to discuss it for a long time because we will show it later together with their animations.

a) Dryad

It’s a forest dweller.




b) Red scorpion

Well, this character is familiar to many of us and it’s going to look like this in the game:



с) Skeletons

Of course they are! Moreover, the undeads will be represented approximately by 10 different kinds of mobs.




III 3D models - barbarian's armour


We're finishing barbarian armor sets as it comes up to release as next profession.

Gambeson and one more original helmet!




IV Level design - deserted castle



Well, a bit of history from the start.

[By the way, ]

Many of you remember that no one knows the story of the Dworran kingdom. But there are the stories of its inhabitant. One of this stories “About the Sovereign” will form the basis for the trailers and all the kingdom will have the echoes of it.

This story tells about the people, their principles, decisions and consequences. An attentive reader has already got that this is the plot depicted on the concept-arts.

Deserted castles, villages and towns of Dworran are the echoes of this story.

Powerful stone constructions look absurdly huge in the underdeveloped and poor regions where only huts and fields around and there is only one mill for a few villages.

This castle was resurrected for one purpose - to suppress the discontent and excitements and retain the power which had become a tyranny.

[***]

Castle is a tumbledown construction comparable to the castles of tier 3 (level 120) in size. You can capture only part of it in the game but the value will differ from the built-in one in the common mechanics “King and counts”. More likely this castles will become instances in the open world.

However, one of this castles, situated near the Harbour city, will serve as an arena for the testing of capture mechanics during the pre-Alpha, Alpha and even Beta-1.

Screenshots below provides the sight of what’s already done at different times of day and with the different atmosphere. The only thing left to do is visuals.





V Legendary sword


And we will finish our report with the pictures:



This is the Legendary two-handed sword (more than 180 cm). This sword was owned by the Sovereign. The model was done for the intro with the name of the game. After this we plan to make 2 videos about the prehistory of this intro.

The picture shows the low-polygonal version of the sword (14 thous.), that will be included in the game. And there will be only one legendary sword. Also the right of possession should be regularly proved, otherwise the sword will be handed to the other great warrior.

VI Conclusion


A little bit about around-development:


  1. An important information about joining the Alpha and applications for ROG Club - at this topic;
  2. Also here we talk about work to do before the launch of pre-Alpha - so we recommend to pay attention;
  3. We fixed a few bugs on the site and increased the speed of working. Now we plan to implement an additional functional gradually:
  4. the users will be able to create the guilds right on the site;;
  5. also they will have an option to design its page (nothing fancy), and leave an application to join;
  6. on the site an account joins a guild, so a guild will have two number indexes: the number of players and the number of characters in the game;
  7. a guild can choose one or the other side (East and West);
  8. the whole guild statistics will be shown further on the site, and also it will be included in the overall statistics of Dworran guilds;
  9. It’s a short description of a functional. We will express our view later. And now we are interested in your opinion on the subject.
  10. Every week we will send the emails to those who joined the Alpha. We will mention that we have a new site and if you want to get the key, you will need to sign up the new site. If these emails annoys you, unsubscribe by the link in the email or into your account on the site.


It’s Friday evening - ROGgoms up, friends!

Yours sincerely,
Reign of Guilds Team

Weekly report #22

A weekly report “a pair of pairs” is out!

This week was hard and we had something to show and to talk about.

Honestly? We are satisfied with the results. So if we’re satisfied you will probably like it.

Let’s follow the beaten path: a little action from the start, then pictures with the text, and a short video in the end.

I Animations


Minotaur

Continuing the report №15 we will show the minotaur’s movements. Before watching a video take into account that he has 3,5-4,5 meters of height.



Death. When such big fellow falls the camera of all players next to this place will be shaken.



Here’s the “ram” that will send a gaping loot hunter to respawn.



Furious cry and stamping. The players’ camera is shaking and the legs give way under him. (We consider the possibility of frightening that will affect the character’s energy within N meters).

II 3D models - weapon


Exclude a weapon editor the game has a solid weapon. You can’t take it to pieces but you can change the stuff of almost all weapons.

With an increase of the average length of a blade - from the daggers to the two-metre zweis:






We’ve already shown the rob models in the report №19. It was included in the Pre-order Bundle. Now it’s time to show the shields, helmets and weapons (from the daggers to the huge two-handed swords).

We remain that it’s only “skins”, i.e. you need to have a game item of an appropriate type (often with level) to use it. After having it you can talk to special NPC to use the skin.





III Crosshairs


Let’s forget about models for a while. Now we call on the comments and discussion. We decided to finish new crosshairs to the pre-Alpha. It will not only hint about the type of weapon in your arms but will also look more suitable for the melee and ranged combat system.



Let’s get this sorted out:

  1. 3 crosshairs are on top for the magic (we’re still choosing but we’re inclined to the left one). Turning it to yourself the upper part of a crosshair will be changed to the icon of character’s silhouette (men and women have different silhouettes).
  2. 6 crosshairs for the melee weapon:

3 on the right “before focusing the aim”;
3 on the left - the crosshair will look like this if you’re successfully focused the aim and it is in the kill zone;
The crosshairs will have different size because different weapons have various kill zone (we talk about the effective casualty radius that’s obtained in accordance with the formula and hidden from the players). The 3 sizes are shown as examples. There could be more sizes - it is under discussion. Or we will divide all weapon types into the 3 types.
There is a cooldown line under the third crosshair (reload or preload). We tried different variants but the line indicates more precisely.

IV The first step in the Dworran kingdom


Well, we’re proud to tell that we finished the important stage - the merging of the main project with the game world. And the most important - we fixed 100% critical errors blocking the certain functional of one of the projects (or both!).

It means that we got close to the pre-Alpha.

Here’s a first short video.

[previewyoutube="mBN8MXlSbAQ;leftthumb"]

V Conclusion



What do we want to tell in conclusion of the important report?

First of all, the report is late because we didn’t want to post it without the video content. We missed it.

Second, we commit to the pre-Alpha. The timetable is set with the check-points with the maximum of 2 days.

The new mobs, a few funny animations and... a huge deserted castle of the forgotten empire awaits un in the next report.

That’s all! Watch the videos, subscribe to the channel (soon there will be new videos about game mechanics).

It's Friday evening - ROGgoms up!


Yours sincerely,
Reign of Guild Team