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MiracleMax

ArtCraft Developer
  • Content Count

    105
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  • Last visited

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MiracleMax last won the day on June 23 2018

MiracleMax had the most liked content!

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About MiracleMax

  • Rank
    Associate Producer

Profile Information

  • Interests
    Building new worlds.
  • Gender
    Male
  • Location
    Austin, TX

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1,355 profile views
  1. Hi, Hi.! Good catch! We've discussed arranging themes for each adventuring area (canyon, forest, etc.), and possibly applying a variation of that theme based on the mob that inhabits it. For example, if it's a spider canyon, the melody might be be played by a cello... but if it's zombie-themed, then the melody might be played by an organ! The key word there is POSSIBLY. Right now Nelson is filling out the soundtrack with more general tracks that can be used broadly across the game. This is a great suggestion and one that we would like to pursue, but I can't guarantee it'll happen before launch.
  2. Absolutely! We had some back in the Siege Perilous days for those who remember, but they will likely get a polish pass or complete overhaul very soon.
  3. That's fair. Kills come first! We are doing things in Wwise to pull important sound effects up above the music and other atmospheric sounds (birds chirping, wind blowing, etc), similar to the way Overwatch does. I'm sure our sound designer, Bobby, could do a whole write-up on that. The short version is that things affecting you, such as enemy footsteps and spells (or buffs/heals from your teammates), will be louder, whereas things that do not will be quieter in the mix. Also, the music is not constant. As you may have noticed already, the music fades in and out over time. We want it to contribute to the atmosphere of the area without it being too distracting. With that said... I know the hardcore folks would rather get rid of any excess noise, and we support you in that. You can disable the music for a reason. Hopefully you can enjoy it in the lobby, beachheads and Eternal Kingdoms! That's the spirit! Do not go gentle into that horrible, deadly night. In all seriousness, "the wilderness [feeling] oppressive and [combating] the desire to explore" is exactly what we were aiming for in the winter. We want the music and ambient environment audio to reflect that towards the end of a campaign, these worlds are picked clean. They are now desolate death traps; their plentiful resources have been replaced by horrifying beasts and roving bands of well-equipped enemy soldiers. We want you to feel afraid, and we think that enduring this painful period will make the completion of a campaign more satisfying in the end. To us, the spring and summer tracks should capture the sense of adventure, wonder and accomplishment that you are looking for, similar to what you hear in the Beachhead Summer Day track. You can listen to some of those songs in the game right now on Live in 5.7.1. We also have a new song for autumn in progress that will release in the next major update that is a blend of these two extremes. Thank you for the feedback!
  4. Gibson filmed some EKs this morning and afternoon, and I think we have everything we need for the video now. Thanks, all! If you were a participant, keep an eye out for yourself in the Gamescom 2018 video when it debuts... Locking the thread.
  5. Good fights, everyone. Thanks for participating! We grabbed some great footage. I hope you enjoyed stomping me (over... and over... and over...) as much as I enjoyed dying! NOTE: We will continue filming Eternal Kingdoms tomorrow between 10am and 2pm CDT. If you want us to see your EK, please make sure you get it ready and make it public!
  6. Hey, Crows! I’m here to offer you an opportunity to help ArtCraft and our partners at Travian make a big impact at Gamescom 2018! Our booth will feature a large screen that overlooks the queuing area and faces out to the consumers on the show floor. Instead of making a trailer like we did last year, we’re going to create a montage of game footage that highlights the very best of Crowfall for those who are unfamiliar with what the game is all about. That’s where you come in! On Thursday, June 21st at 2pm CDT, we will bring up a new Gamescom-specific campaign using the Abattoir map on the LIVE environment. Once you join, you’ll be directed towards the center region for some large-scale combat. Our resident Carebear Specialist Jack “Jackal” Kirby and I will coordinate the fight, and our video producer John “Krampus” Gibson will record the event. (Note: We’ll be upping the import/export tickets across all campaigns from 100 to 120, in case you want to bring some quality gear to the event.) Additionally, John will be flying through and recording public Eternal Kingdoms. The coolest kingdoms will be highlighted in the video (with credit to their owners, of course!) If you’d like to make certain that we visit your EK, please reply to this post to let us know. Call the banners! I’ll meet you on the battlefield. Max
  7. I offered, but by the time the stream was over, I was back to being "the worst."
  8. @SirGeorge I'm putting a link to this on my résumé.
  9. We all got a good laugh out of this video. Priceless. Can someone make a supercut of every time Todd complimented me yesterday? I'll need to lean on it for emotional support during the next Crow-a-thon.
  10. For clarity, folks... Happy testing... and from all of us, thank you for your patience! The team has been grinding for weeks to get this thing out the door. As always, this is pre-alpha and there are a few bugs. Please report what you find in the appropriate playtesting threads and we'll fix them as soon as we can.
  11. I prefer the handsome group of former interns we hired last summer.
  12. This issue should be resolved. Please try patching again.
  13. Fellow Knight fans, rejoice (yes, I'm looking at you, Durenthal)-- the designers have given him some love. Lead Designer Thomas Blair introduces the StamiKnight in today's update. FULL STORY
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