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Wednesday, April 06, 2011
Thursday, March 31, 2011
Allods Online Official Launch
Word on the street is that Allods Online will hit it's official launch "very soon". Along with that news, comes news that their fourth expansion is also coming out.
Allods Online, further muddling the idea of an MMOG beta.
Allods Online, further muddling the idea of an MMOG beta.
Monday, March 28, 2011
Heartless_ Gamer's Minecraft Mondays 003: From concept to reality; my minecart station
Welcome to another Minecraft Monday. In my previous episode, I covered the concept of using water to solve some common issues I've had with past minecart stations. However, last time I only had a model mocked up to show the potential. Today, I present my artsy-fartsy fully automated minecart station:
A few quick notes:
1. Yes, I started with this look in mind. I wanted visitors to be able to see the carts being stored and being fed into the departure zone.
2. This design works flawlessly. I have yet to encounter an issue aside from Minecraft crashing and leaving me stranded mid-track (but I'm sure I'm not the only one to experience the black screen of death in Minecraft :P )
3. While I went all artsy-fartsy, there is no reason that this concept can't be integrated into a more formal look.
4. I've had requests to show off my switching station a bit more.
5. With 3 and 4 in mind, I will start a new project to integrate some of my switching technology and water minecart station into my server's main departure station (the brick building outside my base). I plan on using this to possibly shoot some tutorial videos with an aim to show people that minecart and switching stations are NOT hard to set up. Actually, I can set up a full minecart station in less than five minutes now with this new design.
A few quick notes:
1. Yes, I started with this look in mind. I wanted visitors to be able to see the carts being stored and being fed into the departure zone.
2. This design works flawlessly. I have yet to encounter an issue aside from Minecraft crashing and leaving me stranded mid-track (but I'm sure I'm not the only one to experience the black screen of death in Minecraft :P )
3. While I went all artsy-fartsy, there is no reason that this concept can't be integrated into a more formal look.
4. I've had requests to show off my switching station a bit more.
5. With 3 and 4 in mind, I will start a new project to integrate some of my switching technology and water minecart station into my server's main departure station (the brick building outside my base). I plan on using this to possibly shoot some tutorial videos with an aim to show people that minecart and switching stations are NOT hard to set up. Actually, I can set up a full minecart station in less than five minutes now with this new design.
Sunday, March 27, 2011
Hey Tobold, Did You Forget About Star Wars Galaxies?
Tobold posted a couple weeks ago about the feeling that the crafting system in Guild Wars 2 was added onto what was an already fleshed out adventuring MMOG. This makes it seem like the crafting system is tacked on and was not present in any of the core design discussions for the game.
Tobold also asked:
For all intents and purposes, SWG was designed with the crafting and player economy in mind first and foremost and the adventuring gameplay added later. Combat was not even added to the alpha or beta phases of SWG until near the end and come release (and all the long years since), the adventure gameplay of SWG was terrible.
The funny thing is; SWG got the crafting and economy right! However, with the combat being so terrible and adventuring being nothing more than running across randomly generated terrain until the game spawned something for the player to interact with, SWG fell apart. Eventually the infamous NGE (aka New Game Experience) hit and SWG sits to this day as a pile of "what ifs".
Tobold asks the right question, but may have overlooked one of the prime examples that the market has already churned out. With the SWG example in mind, what we need to really ask is: I wonder what a MMOG would look like if the developers designed the crafting system, trade, and the player economy AND the adventuring system at the same time AND with the same goals in mind.
IMHO, it would probably look like Minecraft with a story mode, but that is a completely separate discussion.
Tobold also asked:
I wonder how a MMORPG would look like if the developers *first* designed the crafting system, trade, and the player economy. And *then* designed the adventuring system around that.I would answer this question very quickly: look at Star Wars: Galaxies (SWG).
For all intents and purposes, SWG was designed with the crafting and player economy in mind first and foremost and the adventuring gameplay added later. Combat was not even added to the alpha or beta phases of SWG until near the end and come release (and all the long years since), the adventure gameplay of SWG was terrible.
The funny thing is; SWG got the crafting and economy right! However, with the combat being so terrible and adventuring being nothing more than running across randomly generated terrain until the game spawned something for the player to interact with, SWG fell apart. Eventually the infamous NGE (aka New Game Experience) hit and SWG sits to this day as a pile of "what ifs".
Tobold asks the right question, but may have overlooked one of the prime examples that the market has already churned out. With the SWG example in mind, what we need to really ask is: I wonder what a MMOG would look like if the developers designed the crafting system, trade, and the player economy AND the adventuring system at the same time AND with the same goals in mind.
IMHO, it would probably look like Minecraft with a story mode, but that is a completely separate discussion.
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