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Legends of Dawn
January 14 - DreamatrixTeam
Today we would like to show you our first video about Legends of Dawn Tools. Mod Tools Beta is our 4th 45k Stretch Goal. Just a 4 days remain untill the end of our Kickstarter campaign so please spread the word about Legends of Dawn on Kickstarter and Greenlight.
Bellow is the short description used in this video and those who want to learn more abot the engine and tools can visit http://www.dreamatrix.net/site/index.php/features.html and under Engine menu there are a number of subcategories with several pages of engine descriprtions.
Dreamatrix engine is complete RPG toolset. Using an intuitive node system, even those without prior programming experience can produce impressive results.
The Creature Editor allows for the quick creation of AI objects, including non-player characters (NPCs), monsters and animals. Using this module we can assign various animations to AI states (including combat animations, death animations, idle animations, movement animations and more). It also allows us to link various sounds to each of these animations.
Using this plugin you can edit creature stats, parts of the creatures which can be damaged, which spells and/or special attacks they use, scripts assigned to them after they die, spawning rates, etc.
The Particle Effects Editor is used for creation of dynamic particle effects. Using the provided nodes, we can create a virtually unlimited number of various particle effects such as fire, smoke, foam, magical portals, blood drops, waterfalls, dust, various spell components, leaves falling from trees, and even tornadoes.
The Entity Editor is used to create entities. Each entity is created using many different components such as meshes, physics primitives, sounds, lights, effects etc. For example, if we want to create a torch, we'll create an entity with one mesh, one sound, one effect, and one light. All of these components can be animated using the provided spline-based track editor where we can edit most of the entity parameters.
All materials used in the game are created and tuned by artists using a proprietary node-based material editor. The node-based editor allows us to combine various nodes into complex materials. Each node corresponds to single function coded in HLSL.
World Editor is used to build large "streamable" worlds with thousands of objects and hundreds of living creatures.
The World Editor allows us to create large custom maps. Everything we need to model and texture Legends of Dawn's maps is found here. Each sector can have multiple materials blended on top of each other using up to 32 materials to texture the terrain sectors. This allows us to have rich and diverse environments.
Ambient Editor allows us to create full day and night transitions with full support to modify ambient parameters such as sun color and strength, depth fog and vertical fog with support for fog density and color. All ambiances are assigned to different locations on the map and the engine automatically creates the transitions between neighboring ambiances.
Entity editing is easy and straightforward: you simply choose an entity you wish to place on the map and click where you want to place it. All entities can be moved, rotated around all three axes without difficulty using the transform gizmos.
GUI Editor is used for creation and skinning of GUI panels. By combining nodes we can create various GUI panels used in the game.
Lens Flare Editor allows us to combine various types of glow, streak and secondary flare components into various types of lens flares. All Lens Flare can be easily added to existing spell effects or can be attached to entities.
We hope that we'll achieve our Mod Tools stretch goal so that we can put a beta version into the hands of Legends of Dawn players. The tools will be free for non-commercial use.
January 11 - DreamatrixTeam
A completely new world and the many unique game features of Legends of Dawn required us to create many gameplay rules. Everything - the way combat works, item prices in shops, rune and item generation, rest times, faith and health recharge and hundred other things – is built on these rules.
One question we were regularly asked is how all those systems will be balanced. There is no simple answer, however one thing we did not want to do is to manually tweak everything. That's simply impossible when you factor in how many different things our game is calculating at any given moment.
That sword you are carrying is fine, but the damage caused to creature is not just the damage stat that sword carries, but also the damage bonus caused because of your exceptionally high strength score, the damage bonus from that stinky red potion you drank two minutes ago, the damage bonus from your one-handed swords skill you so patiently developed since you started playing, and the bonus you get when fighting elementals since your Elemental Lore skill is higher than average. And let's not forget spells and blessings – they can modify everything!
Add to that creature resistances to various weapon types (arachnids resistant to everything but blunt weapons for example), their natural armor, strong creature auras that affect their friends when they attack in group, and who knows what else and you quickly realize crafting game rules for RPG is anything but simple! :-D
That's why we built safety mechanisms into the rules themselves. For each rule type there is the preferred way of scaling something and allowed variance. For example, if weapon on first level causes 5 damage on average, and on level 10 it causes 40 points damage then that was our base expectation. We added allowed variance for each type of bonus, both positive and negative for everything that can modify certain parameters – be it damage, armor, defense score, ability score, movement speed, respawn time or something else. This way we can predict and simulate how these numbers will add together. We made programs that crunch that data and output literally hundreds of tables for all of the parameters we use in the game and also highlight potential problems.
The full list is very large, but in the end we came up with rules that are simple to expand, maintain, and change if necessary.
Hope this answers some of your questions.
Thank you guys!
January 7 - DreamatrixTeam
Thanks for all your help, guys (over 1000 of you!). On Kickstarter, we already achieved over 94% of our $25000 target goal, which will allow us to complete the game. There are still 10 days to go and we'll work on new stretch goals as well as on some of the new tiers which you suggested. So please stay tuned for more news in coming days and continue to spread the word about Legends of Dawn. We hope that most of you will become the core group of LoD players who will influence further development and patches. You'll have much more opportunities to influence the development of Legends of Dawn 2, which is planned for early 2014.
In the last Update 5 we wrote about our crafting system and today we'll show you the part 1 of the non-combat gameplay video.
Maps panel shows the world of Narr and areas around Korden's Fall - village where players start the game. Maps panel takes care to display all locations that you have visited so far. It also shows different locations of interest such as inns, god shrines, entrances to dungeons and much more.
During the travel you will find wells. You can refill your water skins in them. Drinking fresh spring water is good way to refill your faith. Beware however, water skins themselves are rare and wells even more so. Remember where they are, you will need them.
We'll post more videos and updates soon.
Thank you all
January 4 - DreamatrixTeam
There are lot of great news! We passed $20.000, 80% of the target goal and we still have over 13 days of the Kickstarter campaign left. Also, on Steam Greenlight we have over 16000 visits and things are going very good.
At this point we really have to thank you once again for all the support, help and advices that you are giving us. From our side, we'll do whatever we can to deliver the game which you will enjoy to play. We noticed how too often we get compared to the biggest RPG titles around which as flattering it is (even when mentioned in not exactly positive terms) is a bit uncomfortable cause we can't compete with big players unless you help us by constructive suggestions (within realistic expectations). Also, you will have lot of influence in further development of the LOD (and Land of Narr world as such). We have in mind a whole range of things which will make it possible for you to participate even more, once you experience the game and the world of Narr itself.
Thanks for your advices. We started making additional gameplay videos which will show game play in greater detail. Hope to post it here soon.
Also, we started our FAQ section , so please check if there is something of interest for you. We shall continue to update it regularly.
Since we are coming very close to our initial target goal we'll work on lower stretch goals for the next week update . We are following your comments closely so keep them flowing.
Crafting is the part of the game that allows you to create your own items. There are 7 crafting skills you can use for crafting:
Each of these skills is used to create items of specific type. As you develop your crafting skills you will unlock more and more items that you will be able to create.
Each item is crafted from basic resources. Resources are either found or gathered during the gameplay. Found resources are those that can be found in itemholders such as chests in dungeons, or bought from merchants in town. Gathered resources are those you can harvest or gather using skills such as mining or lumbering. There are also many resources that are dropped by defeated monsters. Items such as leather, skins, fur, meat and bones are very often found when fighting various dangerous creatures. Using wood, metals, leather, jewels, herbs, bones and other resources you will be able to create various items such as armors, weapons, potions, jewelry and so on.
As you craft more items, you become more proficient in creating items of that type. First few swords you create will no doubt be weak common swords. However as you craft more of them you will be able to create first stronger swords, and then magical swords. This is where the true power of crafting system comes to play. The greater your skill level, and more items you have crafted so far, greater the chance will be that you will craft extraordinary weapon. Same goes for armors, magical jewelry, magical potions and other items you can craft. Using crafting you will be able to create many magical items that are extremely rare or never found during the gameplay.
Have a great weekend!
December 31, 2012 - DreamatrixTeam
New Year Update - UPDATE#4 now live!
Hi everyone and Happy New Year!
The pledge total has reached over 15.000$ which is 60% of the target amount and we now have 700+ backers which is amazing.
We still have $10.000 to raise in the following 17 days, so please continue spreading the word.
If you don't have an Amazon account, you can now make contribution via Paypal and get Kickstarter rewards through our website www.dreamatrix.net