After StaticZ’s approach to the character, he complained that dragons were ‘too easy to kill’. One day StaticZ (main developer behind UO: Quintessence, creator of Fiddler+, CentreD+ and the UCS) was watching someone killing dragons after a week of character creation. However, it soon became clear that even some of the distinct features of UO: Quintessence were not enough to create the new gameplay, which many fans, including us, dream about. It all started in 2009 (2008?) as another custom Ultima Online freeshard. The team of UO: Quintessence wishes you a very Merry Christmas and a Happy New year 2017! Today I would like to talk about what is UO: Quintessence, then go through some key events, which happened on UO: Quint in 2016 and talk about our plans for the next year!īefore I move to the subject, I would like to briefly talk about what UO: Quintessence is and how this project was born. You won’t be able to know what is happening behind the walls while standing outside of the building, and player inside the buildings will have limited way of knowing what is happening outside, except for sounds and limited ways of seeing, such as windows, patios or towers.ĭear friends, UO players and Ultima series fans, and the followers of Quintessence devblog Overall, the LoS system changes gameplay radically and makes the feeling of immersion better. Other factors including exhaustion, thirst and hunger will also affect perception. Helmets like bascinet or close helmets will greatly decrease the viewing angle while still provide a great deal of head defense (armor rating is based on individual body parts rather than as a whole rating). At the same time, many factors will influence perception, such as the type of helmet you will wear. It also allows us to implement other systems, including our perception stat, which will allow players to instead hear certain voices or steps in the dark so the players could guess what exactly awaits them while they don’t see it. There are quite a lot of scenarios how this will alter the gameplay UO fans are used to. The line of sight increases the difficulty of chasing or spying on someone, allows one to crawl unnoticed behind someone’s back or to sneak away from the guards, or two enter the town at night unnoticed. Imagine the fighting scene in the dungeon, and a player decides to make few steps backwards through the hall where he came from, but behind the turn (corner) a new pack of enemies awaits the player, which came from another room or crawled out of somewhere else. Line of sight also implies that players should watch their backs. Traps will be a real danger, since most of the time you will not be able to see them and will need to use available in-game resources and skills to effectively detect the trap before it ‘detects’ you. It changes approach the players use to ambush someone, make a trap or scout on something. This makes the gameplay process more interesting, since players will not be able to know what awaits from on the other end or behind the corner in the dungeon, it also greatly improves the stealth aspect of the game. Link to the video update on our Youtube channelĪs you can guess the new system allows, quite literally, to hide objects (other players, items and NPC’s), which are located outside of the field of view. New systems will be added during the pre-alpha so you can watch the progress and contribute to the development of the project. This is when we will announce a public pre-alpha test for UO: Quintessence, which will focus on the most sensitive issues at the moment, including early bugs, new movement system, combat and FPS. Good news is, the website is 90% complete and the trailer will be ready in a couple of weeks. Our scheduled for October 2017 pre-alpha was unfortunately (or fortunately?) delayed again, due to the fact that our trailer and the new website are still in development. The Line of Sight system, as is evident on the following video, will be influenced by the number of factors, including your headgear (such as closed helmets, while providing excellent head armour will also penalize a player in LoS), player Stats, environment, light level, time of a day, other factors such as spells or player’s condition etc. Today we would like to show you continuation in development of LoS, by demonstrating our latest progress in LoS on the server side (for the fully functioning system it has to be supported on both the client and the server sides). The LoS will greatly influence the gameplay in a number of ways, such as during fights, in the process of spying, while hiding or searching for a secret object etc. Previously we have demonstrated you the working system of Line of Sight on UO: Quintessence, which is a fully functioning ‘rogue-like’ LoS system integrated in the Quintessence client thanks to the power of the Ultima Client Shell system.
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