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Ashes of creation current progress

As being open with the community is one of your goals with AoC, there is one thing i want a bit more explanation on.

What is the current progress in the making of AoC?
So far we have only seen the ranger-rogue/mage/tank if i am correct. Are the other classes already in the game, e.g the summoner, bard etc?

What is the progress with the professions? are they already implemented, even if only a basic concept of it?

What about the nodes,are there already multiple created and how about the monsters, is there a lot of variety already?

Overall could you give us a clear statement on what has the team achieved so far, and maybe even introduce certain goals that you're working on to implement into the game?

Thank you :)


Comments

  • CondomOn said:

    What is the current progress in the making of AoC?
    So far we have only seen the ranger-rogue/mage/tank if i am correct. Are the other classes already in the game, e.g the summoner, bard etc?

    Pre-Production. Currently they have a world in which players can co-exist and interact with in game assets. Core features and mechanics will be added over the next few months as the backend is developed to handle them. Additional class types will be added over time but aren't needed straight away as the one's we've seen are sufficient to test the current level of game development. Expect more classes once they look at doing developer blogs on them or begin implementing the class-subclass mechanics.

    The professions is unknown, I would personally say not a lot of work is done on the implementation of them. Mechanics of how artisan professions advance will be needed first and professions haven't been included in previews (assets/animations for stuff we have seen in trailer gameplay will have been prioritised over profession stuff). However I would argue that internally they will spawn all species' node types as they create and add assets to them. For an internal test world, I would imagine they will stick with the one. I have a hunch the metropolis we have seen is part of a handcrafted environment which is sufficient for testing pre-production. Eventually later in production (KS Alpha 1?) they may be in a place to have several node points dynamically level up. 

  • Wonderboy said:
    CondomOn said:

    What is the current progress in the making of AoC?
    So far we have only seen the ranger-rogue/mage/tank if i am correct. Are the other classes already in the game, e.g the summoner, bard etc?

    Pre-Production. Currently they have a world in which players can co-exist and interact with in game assets. Core features and mechanics will be added over the next few months as the backend is developed to handle them. Additional class types will be added over time but aren't needed straight away as the one's we've seen are sufficient to test the current level of game development. Expect more classes once they look at doing developer blogs on them or begin implementing the class-subclass mechanics.

    The professions is unknown, I would personally say not a lot of work is done on the implementation of them. Mechanics of how artisan professions advance will be needed first and professions haven't been included in previews (assets/animations for stuff we have seen in trailer gameplay will have been prioritised over profession stuff). However I would argue that internally they will spawn all species' node types as they create and add assets to them. For an internal test world, I would imagine they will stick with the one. I have a hunch the metropolis we have seen is part of a handcrafted environment which is sufficient for testing pre-production. Eventually later in production (KS Alpha 1?) they may be in a place to have several node points dynamically level up. 

    Thanks for your reply.

    I have watched every livestream, Q&A and all the videos posted up to now so i kinda see your point. However, many features the developers mention, they seem to state them so clearly that it sounds like they are implemented already in the game, thus giving a sense of further progress than we actually have. I just wanted a bit more clarity on what is in the game currently and what they will be working on.
  • @CondomOn I hope that is the case, would put them well on track for an early 2018 KS alpha. Hopefully they will discuss development roadmap in more detail in the future. 
  • They have stated they are keeping certain things for later update releases to inform the community on progress. I believe they said two live streams monthly from here on out to update us(If I'm wrong on this please feel free to correct me).
  • ArchivedUserArchivedUser Guest
    edited June 2017

    Well they have 6 levels of node and their are 8 racial versions of each level and 4 artisan versions of these...not forgetting 4 seasonal versions of each

    So they need to 768 build type base tiles for the nodes to function. Then they all have to be populated with dynamic content. Plus you have the node modules and freeholds modules to make.

    Then you have the whole world to build with their own unique biomes that these tiles replace.

    Really. There is a tonne of art assets to build before even thinking about the mechanics to knit it all together and the infrastructure to enable 1000s of people to access and use it in parallel.

    We get fortnightly twitch stream updates. We will see progress then no doubt.

  • Just a thought here that while they've been fairly transparent and are open to sharing there is an NDA in place so don't expect to get full disclosure until the appropriate time.
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