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gracen

ACE Development Partners
  • Content Count

    110
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Reputation Activity

  1. Like
    gracen reacted to protonix in For the "mods"   
    No one knows what a middle ground is anymore.
     
    It's either Tomi Lahren or safe spaces.
  2. Like
    gracen reacted to Jah in For the "mods"   
    I would agree it must be possible to find a middle ground where game politics can be a little rambunctious without becoming completely toxic.
  3. Like
    gracen reacted to protonix in For the "mods"   
    Well it doesn't have to be "forumbane", but it can be a reasonable approximation. It doesn't have to be the WILD wild west, just you know, not church. I'm not sure why a more politically oriented forum has to necessarily turn into Forumbane.
     
    Although I mean, Forumbane would be best, since I already won that, but I'm willing to give other people their own place too.
  4. Like
    gracen got a reaction from Destrin in 'Failed to open Patch'   
    ok so my support rep emailed me and said the they were working on the patcher because something wasnt working correctly and that is why it was down. It is up and fully patched now:)
  5. Like
    gracen got a reaction from courant101 in 'Failed to open Patch'   
    ok so my support rep emailed me and said the they were working on the patcher because something wasnt working correctly and that is why it was down. It is up and fully patched now:)
  6. Like
    gracen got a reaction from courant101 in 'Failed to open Patch'   
    ok cool, ive been laying low on the forums and testing and want to start helping more. 
  7. Like
    gracen reacted to Arkade in Patch Notes: May 21, 2016   
    I'm getting an error trying to download the patch. It says "Unable to unzip manifest". It may just be that the patch isn't ready for download yet, but I thought I'd let you know.
  8. Like
    gracen reacted to Oakbow in The Tenth   
    Greetings WeaponsX! 
     
    Where is Hippie these days?  Hah.
     
    Hope to see you guys in Crowfall.
     
    -Oak <EB>
  9. Like
    gracen reacted to fuggeroffuggington in The Tenth   
    HAIL TRAVELERS
  10. Like
    gracen reacted to jtoddcoleman in wp/sbg dev ppl   
    Huh.  Let's see if I can pull this thread back on-topic.  
     
    Highly doubtful.   but here goes. 
     
    ...
     
    When we started Shadowbane, we had two main inspirations: (1) Braveheart, specifically the cinematic battle sequences which (at the time) were unbelievably cool, and (2) an obscure book series known at Game of Thrones.  In fact, the original Carnage.Net website had quotes from the book series all over it, because we didn't know we shouldn't do that, and we thought it was cool.   The original idea started on a napkin over lunch at a Mr. Gatti's pizza between me and Josef Hall, and the characters were ALL going to be barbarians.
     
    - Our first playable version was called "Carnage" and was 2D.  It was horrendously bad.  We dropped that quickly, and started working on a 3D engine that looked like Myth: The Fallen Lords.
     
    - Josef and I came up with the name "Shadowbane" by going to a book store and looking through the fantasy section for inspiration.  We were combining words from different books and we thought SB sounded cool.
     
    - Originally, "Shadowbane" wasn't a sword.  It was a secret society of heroes fighting evil.  Later we ditched that idea, and made it a blade that was sort of a cross between Excaliber and Stormbringer in our mythology.
     
    - the actual sword, "Shadowbane", didn't exist in the game.  We never even made the 3D object.  Our idea was to make it a relic that caused permadeath on everyone who touched it -- you could wield it, and if you killed someone with it, their character was wiped!  BUT if you died while wielding it, YOUR character was deleted.  and the blade would fall to the ground, for the next guy to pick up.  I still think this idea has amazing, untapped griefing potential.
     
    Here are some other random inspirations that you can see scattered throughout the narrative and design:
     
    - the character creation system was heavily influences by Gurps.  Especially the point-driven customization system, and the Talents & Traits, our take on an "advantages and disadvantages" system.
     
    - the combat system was heavily influenced by Rolemaster, which was one of James' favorite pen & paper game systems.  James is brilliant at this stuff, and his combat still kind of amazes me.  He is, IMO, one of the the best systems designer in the world.  
     
    - The idea of procedurally generating the world/terrain was born partially out of "this is cool" and partially out of the fact that we didn't have enough artists to build the world by hand.  We implemented it about the same time as Star Wars Galaxies, and it's interesting that they ended up having a lot of the same benefits and headaches that we did.  
     
    - This type of world generation has been largely left behind in MMO design, because WoW showed everyone how amazing custom-crafted zones can be, and so everyone lost interest.  and then along comes Minecraft.  Everything old is new again, right?
     
    - The original plan was to use the procedural generation system to make each World unique.  That turned out to be a nightmare, so we fell back to one world for launch.  and even getting that done was a mess.  
     
    - We also planned to have dungeons at launch.  the system didn't work, so we cut it.  on retrospect, "dungeones" is kind of a big feature to leave on the cutting room floor.
     
    - The Aracoix (bird men) race was created because we thought the birdmen in Flash Gordon were cool.  We gave them bird heads, though, because... I dunno, why not?
     
    - The Minotaur race was not particularly important in the lore.  Ubi had the right to make the cover art for the game, and they decided to put a minotaur on the cover and have him wielding Shadowbane (the sword), which makes absolutely no sense in the backstory.
     
    - Centaurs made the cut, because I think Centaurs are cool.  Especially when they are wearing plate or heavy horse barding.  Truthfully, I lifted the idea from Shining Force, and I've used it in ... well, every game that I've every done, actually.
     
    - The Greymen and the Templars were inspired by the Wheel of Time series.
     
    - The idea the World being broken and Heaven being closed was engineered to give a narrative reason for why player characters respawn -- there is no afterlife, and the worlds are basically "limbo", an eternal battle.  Cool idea, right?  Meh.  As it turns out, players don't care at ALL why their avatars respawn.  So, I chalk this one up to "cool idea that pretty much only Meridian and I knew or cared about."
     
    - I came up with the idea of giving the different realms/shards names like "Mourning" and "Vengeance" because I thought it was cooler than a bunch of random fantasy sounding names like "Teregonia."  I still think it absolutely was the right call.  The names were cooler, more easy to remember, went a long way to reinforcing the vision and personality of the game.
     
    - The Irekei, the desert elves, really took off because the community decided to invest in them.  I'm not even sure why we cooked up the idea of desert elves, originally.  but it was one of those ideas that you throw out there and it just resonates and before you know it, it's a major part of your game.  So we started to cook up more content for them.
     
    - Shadowbane had 7 publishers between inception and release.  I still think this is a record for major publishing partners held by a single released title.  Those companies include: Quasi World, Swing/Conspiracy Games, God Games, Take 2, Ubi, En-Tranz, and E1 media.  I'm not including the sub-licensing partners in that list, like KBK in Korea, Matrix in China, etc.
     
    - The game debuted at #3 on the Top 10 bestselling PC games list.  Not bad!  Unfortunately, it feel off quickly thereafter.  
     
    anyway, I think that's enough for now...?  
     
    I could fill this forum with posts about SB, and while it's fun to talk about over a beer, it's also a massive time sink.  
     
    If you guys find this stuff interesting, I'll post more random trivia again some other time... but right now I need to get back to making Crowfall.
     
    Todd
    ACE
  11. Like
    gracen got a reaction from holam in The Tenth   
    Evald!
     
    Virtus was a last named we used to establish connotations of valor, manliness, excellence, courage, character, and worth, perceived as masculine strengths. We used them to be able to track our guys and group us so we know they are members in the server up of games and just kind of progressed from there. the Jester was our first last name when we were JoW
  12. Like
    gracen got a reaction from evald in The Tenth   
    Evald!
     
    Virtus was a last named we used to establish connotations of valor, manliness, excellence, courage, character, and worth, perceived as masculine strengths. We used them to be able to track our guys and group us so we know they are members in the server up of games and just kind of progressed from there. the Jester was our first last name when we were JoW
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