ReturnOfTheUnlivingDead

AQWorlds AQWorlds

Return of the Daily Updates of the Undead

Artix Krieger | Tuesday, October 29, 2024

Bubble, bubble, boil and... design notes.

We are back with horrifyingly spooky daily progress updates for AdventureQuest Worlds: Infinity. Do you like ghost stories? Imagine we are sitting around a campfire in the pitch black of night. I lean forward.... the light of the flame under-light's my face as I begin whispering this dark and sordid tale.

Camfire

Monday

Once every 100 years* under a full moon.... our team assembles on this very Monday. Shrouded in the anonymity of the Internet's shroud, our Discord-ian voices spoke a forbidden ancient language**. Their insidious goal? To summon AQWorlds forth onto new devices... and with this ritual, to bring forth the next Tech Demo.  Avert your eyes, less you be driven mad*** at the C'thulian visages of the new Warrior, Rogue, Healer, and Mage classes. Legend says that only the most heroic Upholders (from this year and last) would be granted access to this new Tech Demo. Only one question remained.... when? Let us check out the meeting notes and make a guess.

* Not a release date. (Unless you ask Reddit)
** Microsoft C#
*** Already too late for the team, we lost it on this last refactor O_O.

 

Revamp by Aranx

Art Glow Up by Aranx

Meeting Notes

  • Warrior, Rogue, & Healer Animations - The most important task this week is the animations for the class skills. Ghost has been working on Rogue. He is really excited about this class. The entire team sorta has this unquenchable desire to make everything 999999% better than the previous. It is our greatest strength, and also scary place to potentially get trapped in an infinite "improvement loop". So we are trying to do the same thing we did with Mage. That is, we put in animations pretty rapidly and then improved on them with Immortal Joe and Spider. This was a good strategy. As for these other classes, Warrior already has several skill animations complete. This includes a few variations for auto attack. To get us to the next Tech Demo as fast as possible, I asked Nulgath if he would help us with Healer tomorrow.
  • Quest Fixes - Warlic now has all of the quest indicators working as expected. The logic to show the correct icons had gotten pretty complex. So he improved it. Warlic also edited the sound mixer so duplicate sounds will not play at the same time. this was an issue with the Mage's explosion hitting three monsters at once. He is going to switch gears to help Tunik & Zhoom tomorrow.

  • Dialogger Refactor - Tunik & Zhoom are finishing up the rewrite of the dialog system. The first test should be Tuesday. (Refactor is just a fancy word that means they had to rewrite code and move things around. )

  • Class Skill Icons - J6 finished the new icon sheets for the classes. Spider and I will be working to get the new icons in on Wednesday. There is a short term plan to get them in for the next tech demo, and a long term plan to make a bundle of icons (including custom rings) for each class.

  • Helms & Head Morphs - We still need to fix the exporter tool this week. The color masks are currently wrong. Spider is helping AQWorlds with a release feature, and will be switching to this Tuesday. Once this is working, Warlic will do a cloud build and your hairs and helms should finally appear in Infinity. (Currently, players with cool heads and hair morphs just appear bald.)
  • Character Creation & Chat Fixes - Yorumi finished up the rest of the chat fixes & an early version of Character Creation last week. This will solve a lot chat abuse issues... like using cleverly placed spaces to make it look like someone else is chatting. We are going to need some of Diogon's help on the UI for the character creation.
  • Bludrut Keep - Reens was out sick last week, and this week Alina asked if she could help with this week's AQWorlds release.This is because their normal animator is out. This was a good week for this to happen as we are waiting on the cutscenes. As soon as she is back we will be using the cutscene tool to recreate (again) the Bludrut cutscenes.

  • Sound FX Quality/Template - You might be surprised to discover that I made a bunch of the SoundFX for Mage class. I did them quick in Adobe Premiere. "PREMIERE!? The video editing program?" Yeah, I took video of the class playing the skills and then layered SoundFX under them to create sounds that fit. Honestly, it is a good strategy for matching look and sound. Adobe does dynamic linking between their software, so you can pull those completed SoundFX from Premiere and take them into Audition with a single click.  But that would not have mattered -- a lot of my audio volumes were lower than they should of been. I sent the sounds to Jongaar for Mastering, but those can only be as good as the original. So Jongaar is creating some audio standards for us to follow for the SoundFX.

 

See you tomorrow!

 

Tuesday

"Tales from the Die-alogger"

Today's big objective was testing the Dialogger. This is our dialog cutscene editor. Tunik showed up for the meeting early and was forced to sit through the icon, rogue meeting, and healer meetings. All which went way over time XD. When we finally got to test the refactored Dialogger.... it worked pretty good! (And trust me, I was purposefully trying to break the living heck out of it.) I found a few edge case bugs, but nothing that will survive until tomorrow-- when we retest it.

I spent today AFK'ing in AQWorlds. While discussing Healer with Immortal Joe & Nulgath, I hopped on to see what the current skill animations were. Then, like every other time.... I stayed there for hours...

AQW

Healer Class Skill brainstorming

As far as the existing AQWorld's Healer class animations... there are no original animations. Other than the heal spell, the Healer class does not have anything that looks special. We were brainstorming some fun things we could do for Infinity. First thought is that all of the Healer skills are ranged. So we want to give it a ranged auto attack like Mage has. Something bright and illuminated that distinguishes itself from the mage's magic missile. Perhaps a single slower, beefier, holier, moving ball of light? We are going to need Ghost's help on the particles.For the Healer's big attack, we thought it would be fun if the healer lifted their weapon and hurled a bolt into the sky which would then strike back down on the target foe delivering furious retribution! Would be pretty comical if there was a map where your character was so small that you could see where the beams going up end XD. One thing is for certain. We want to replicate and maintain that classic AQWorlds heal effect when you cast heal. A spreading beam of yellow light with starbursts. (Disclaimer: I should not have said that out loud. Now there is going to be a 99% chance it is somehow different.)

See you tomorrow!

Wednesday Lidea

Gooooodevening! When you see these update posts dropping at 11:00pm, you get a pretty good sense of how the day has been going.

There was an important meeting with the coders over restructuring the code that managed our Asset Bundles & repositories. But instead of putting you to sleep with the details of that.... how about we talk about Rogue class skills? Ghost showed off the new animations he made... and then we discussed what sort of skill we should use for the Stiletto attack.

Then J6 said, "Wait, I have an icon you can use for the Stilleto." Then he posted this in chat.... 

Stille-TOE

Stille-TOE

/facepalm

...which caused me to open up Photoshop.

TOE-nado

TOE-nado

....

Day after Toe-morrow

The Day after TOE-morrow

But then the thumb comment got me thinking... it does sorta look like a thumb.

Thumb Drive

Thumb Drive

 

Thumbelina

Thumbelina

The game is hitting the point where all of the devs are loosing their sanity. The design notes are a window into that descent into maddness. Admit it, this is secretly the real reason you read them.

Thursday

There was an eerie silence today. There was very little chatter while everyone is working on their Infinity game dev projects. J (Formerly J6, and JX... apparently the real story is he just wanted to be J but the game did not allow single letter names for Characters. So, now he is just... J?) and I did a walk through of the dialogger. This is the tool we use to make cutscenes. Now that it is functional, we have a short window to improve the UI and make it more user friendly. It really makes me appreciate how Macromedia, the company that originally made Flash (before Adobe bought them) built their tool. It was an extremely complex program, but they did it really intuitively. Unity on the other hand... I have no idea what they were thinking when they built the animator. Animating in Unity is, in my opinion, a terrible experience. I could write a novel on how infuriating the interface is.... especially the drop down menus not having scroll bar handles. So if you have 60+ animations in a list, you have to sit there and scroll down the list with your mouse wheel.... which is does excruciatingly slowly... it takes forever. I digress. In other news, it appears Warlic already restructured the asset bundle code. Remember, that thing we did not talk about yesterday. Well, it is done. So, going to call today a win.

Friday

HEY! WHERE.... IS.... MY.... DAILY.... UPDATE!!!!!!!!!!!!!!!!!!!!!!!!!

Proceed to here. Do not pass go. Do not collect 200 gold.

 

 

More News

Comments

Artix Social Media Adventure Quest 3D