Every week our talented artists create tons of magnificent looking items, many of them achieve their looks by stacking layers and layers of these advanced things on top of each other. Also, individual items in AQWorlds are free to be any size or shape. However, over time we added advanced things like color customization, blend modes, animation, custom and logic. In the early days, our armors were quite simple. which means it made from lines and fills using math. The existing AQWorlds was created using Flash and Actionscript 3.0. Thought a quick recap of our largest challenge would be useful here. We have covered the topic of convert Flash art and animations a few times in the past. Tech Talk (For those who want more details) We have tools to accomplish what we need for this project. In the end, all of the time and energy we invested in building experimental conversion tools was worth it. This includes reaching out to players who were tinkering with possible solutions too. We spent the last few years trying every possible solution to convert our 10,000+ game assets. ( As if I had to tell you that.) You also probably know that converting our game is waaaaaaay harder than just creating a new one. This project has been going on for a looooong time. For example: the smooth 60+ frames per second speed and the freedom of keyboard ("WASD") movement. A close second is making parts of it even better. The programming team's primary goal is recreating the feel and functionality of AdventureQuest Worlds. Roughly half time is currently spent working with AdventureQuest Worlds: Unity team. Instead of writing all of the vital code, he has been mentoring and transferring his knowledge with the start coders in the team. Over the past few years his role has been changing. You may already know that Zhoom wrote the code for nearly all of our existing games. Overseeing the project (and all of the Artix Entertainment's video game coders) is Zhoom. (Captain Rhubarb and Spider remain the two programmers on the existing AdventureQuest Worlds, as well.) For AQWorlds:Mobile he has been creating the web tools the team uses to edit the game. There is also our server and database administrator, Captain Rhubarb. He joined this project to contribute to combat and to help bring over other features from the web version of the game. This includes Spider, who has worked on nearly every one of our games over the past year. In addition to those dedicated coders, there are also other people working on the project. Tunik joined the crew a year or so ago to code the user interface, cutscenes, and NPC pop ups. Yorumi has been working 100% on AQ2D since the project began, handing over the existing AdventureQuest Worlds game server, database, and admin tools to Captain Rhubarb. He was also instrumental in creating AdventureQuest 3D's cloud builder farm. Warlic also created and maintains the Artix Game Launcher. Warlic & Yorumi have been working on the new game's client, server, and conversion tools for a few years now. and any of the current AQWorlds team as needed. Captain Rhubarb - Server & DB Administrator.Much to the relief of this game project's dedicated coders. With all of the typical holiday chaos in the rear view mirror, our team is back at full strength. So we are now in a dire sprint to get this version of the game ready for showtime. Our goal is to demo and promote AQWorlds: Unity at these conventions. Here is the latest news on the Phone, Tablet, and Steam re-creation of AdventureQuest Worlds: Mobile.
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