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Hype-level

7.0

6.966942148766.966942148766.966942148766.966942148766.966942148766.966942148766.966942148766.966942148766.966942148766.96694214876

Citadel of Sorcery

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 Thread (7 posts)
mike470  4/17/08 9:47:21 PM

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Guide

Joined: 2/11/08
Posts: 1693

I don''t curse just for the hell of it.

In case no one noticed yet, the site was updated.

  • We have finally started our internship program. This program serves two purposes; we get some talented (but usually inexperienced) help in some areas of the game creation. More importantly, we help these hardworking souls to gain some experience, insight and game credits for working at a game company on an actual title.

    We've recently started six Interns, but are still looking for a few more. We're particularly interested in artists as this is the area currently needing the most development and is where we have the least number of interns.

    Please note that Interns can work from remote locations; the Internet brings us all together.

    If you are a budding artist, and want to get some experience and credits working on a game, contact us at Info@citadelofsorcery.com. Of course, we may take new interns in programming or Level Design as well, but you would have to have some decent skills already as we have several people already working as Interns in those departments.


  • As we tested out Quest designs we found two things were true, our quest were far more involved and interesting than other MMO games we'd played, and they still didn't meet our original design goals.

    So we gathered some of our design team and had a multi-day intensive redesign of the entire system. I'm happy to report that our original goals are now met with the new changes to the system. We didn't get rid of anything we had before, we just expanded the system to allow far more player interaction.

    Where before you would have had unique quests that tied into your story, now your actions during the quest have far greater impact on the quest as it develops and builds toward the climax... a climax that will be affected and changed by what you did along the way and what you do during the climax.

    This new system also expands the quality and quantity of quests. This, of course, requires a redesign now of our quest building tool, and that is underway. More news on that later.

--------------------------------------------------------------

Thought I'd share that wit you all in case you didn't see :)  May as well discuss themm...

 

dafuzzle  4/18/08 8:45:07 PM

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Advanced Member

Joined: 6/07/06
Posts: 118

if life gives you lemons make beef stew

lets not all jump at once and reply now...

 
adel  4/19/08 12:49:28 PM

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Apprentice Member

Joined: 6/04/03
Posts: 18

Great to hear things are moving alon I am looking forward to this game

 
mike470  4/19/08 5:20:58 PM

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Guide

Joined: 2/11/08
Posts: 1693

I don''t curse just for the hell of it.

As I sit here reading over the forums, two question come to mind..

 

What are the effects of NPC death?  Will they respawn, or are they gone forever?

What if I leave in the middle of doing a quest?  Will I never be able to complete that quest again, since the world does not stop?

Thank you for taking the time. 

Jatar  4/21/08 7:08:26 PM

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Hard Core Member

Joined: 9/16/07
Posts: 113

Citadel of Sorcery dev team member

Originally posted by mike470

As I sit here reading over the forums, two question come to mind..

 

What are the effects of NPC death?  Will they respawn, or are they gone forever?

What if I leave in the middle of doing a quest?  Will I never be able to complete that quest again, since the world does not stop?

Thank you for taking the time. 

Since you asked nicely  (just kidding) NPC death can be perminent.  First off, being a dynamic world rather than static, we never reset anything. Nothing 'pops' back into existence...ever.   The reason I say, 'Can' be perminent is that it is theorecitally possible that someone will pay the high price to have an NPC resurected, but this is unlikely in most cases.  So death for an NPC is typically permanent.  Here is a suggestion for you when you eventually play Citadel of Sorcery, don't let your NPC friends get killed.  If you help them, they will help you in the future.  On the flip side, hunt down your enemies and kill them like the dogs they are...

Yes, you can leave your quest and pick it up later.  How this is posible in a dynamic world... is not yet being released.  Sorry.  You will learn more about how the universe of Citadel of Sorcery works later on, I promise.  How Adventures, Missions and Quests handle this (each is different) will also be revealed later on.

Jatar

 
dafuzzle  4/22/08 8:46:46 PM

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Advanced Member

Joined: 6/07/06
Posts: 118

if life gives you lemons make beef stew

Originally posted by Jatar

 How Adventures, Missions and Quests handle this (each is different) will also be revealed later on.

Jatar

 

You say that these Adventures, Missions and Quests are different, how so are they different?

Thanks in advanced

 
Jatar  4/22/08 9:08:13 PM

Rank: 68/100 Rank: 68/100 Rank: 68/100 Rank: 68/100 Rank: 68/100

Hard Core Member

Joined: 9/16/07
Posts: 113

Citadel of Sorcery dev team member

 

Originally posted by dafuzzle

 

Originally posted by Jatar

 How Adventures, Missions and Quests handle this (each is different) will also be revealed later on.

Jatar

 

 

You say that these Adventures, Missions and Quests are different, how so are they different?

Thanks in advanced

 

This is information we are not releasing yet.  These systems are the core of the game play and as such certain aspects will not be revealed until closer to release.  Sorry about that, but be patient.  To quote one of my favorite comedy routines, "learn patience?  yeah, yeah, yeah, how long with THAT take?"

 

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