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Exclusive Developer Journals

Exclusive Developer Journals

A Living, Open World

Gloria Victis

Creating the total immersion has been one of the fundamental goals of Gloria Victis since the very beginning of development. This implicates a need of an open world – a really open one, without loading screens or invisible barriers at every turn. A world which would be as much believable and alive as possible.Posted Aug 27, 2015

Design Journal #4 – Incapacitation, Spirit Walking, and Permadeath

Chronicles of Elyria

Explore the difference between incapacitating and killing someone, what happens when your soul is separated from your body, why family is important when you’re facing the grave, and what people can loot off you when slain - All in this week’s Chronicles of Elyria Design Journal.Posted Aug 24, 2015

Design Journal #3 –Time, Aging, and Offline Player Characters

Chronicles of Elyria

Learn how day and night cycles, seasons, character aging, and offline player characters creates a dynamic gaming experience unlike anything seen before.Posted Aug 17, 2015

Design Journal #2 –Soul Selection, Destiny, Achievements and Soul Mates

Chronicles of Elyria

In this design journal Soulbound Studios Creative Director Jeromy Walsh ventures back inside the Akashic Records, taking a revealing look inside the Chronicles of Elyria Soul Chamber to talk about soul selection, destiny, achievements, and soul mates.Posted Aug 10, 2015

Design Journal #1 – Introduction to Souls

Chronicles of Elyria

Developing MMO, Chronicles of Elyria, has soul, err Souls to be exact. In this design journal learn more about why CoE chose to give characters Souls & how it ties into lore, the permadeath feature, and skill advancement. Posted Aug 3, 2015

Economy - It’s All About the Players!

Gloria Victis

Production was an integral part of medieval society and was inseparable from the day to day lives of those that lived in that period. It was a time of self-sufficiency where everyone had a rudimentary understanding of every craft. However there were also those that truly excelled in a specific craft and made it their profession – the fame of these masters would spread far beyond the borders of their nation and men from foreign lands would come to them looking for their products.Posted Jul 30, 2015

Open Letter About the Future

Project Gorgon

My name is Ryan, known in the Project Gorgon world as “Silvonis”, and I am a member of the Project Gorgon Development team. My official title is Producer, but in a small development team I am involved in several aspects of development. I wanted to take a moment to write an open letter to discuss the future of Project Gorgon.Posted Jul 25, 2015

A World of Possibilities

Gloria Victis

Gloria Victis isn’t just a one of the MMOs you can see nowadays – it’s a game set in a Medieval open world, with a strong focus on realism and immersion, giving the players as much freedom and fun as possible. So who you can become in Gloria Victis?Posted Jul 16, 2015

Exploring the Combat System

Gloria Victis

As an MMORPG set in a medieval world, Gloria Victis must inevitably focus on combat. The main idea was to base it on player skill instead of the character’s statistics or equipment, contrary to the classic MMOs. To achieve this goal we decided to use a Non-Target system, so the player has to manually aim their attacks at the opponent at the right time, from a proper distance and direction, adjusting the strength of a strike as well.Posted Jul 9, 2015

Immerse Yourself in the Story


We have a brand new developer diary from the Kyn team to reveal a small portion of the game's backstory. Enjoy!Posted Jul 9, 2015

Summer Alpha Underway!

Albion Online

After much anticipation from its fans, Sandbox Interactive, developers of Albion Online, have opened their servers for the start of the big Summer Alpha 2015. Read on for what the new version includes and how to get in on the action.Posted Jun 29, 2015

How Albion Online is Combating the Zerg

Albion Online

As anyone who has played online games for any length of time will know, the territory comes with its ups and downs. One common issue, especially with resource-based open-world games that allow for PvP, is when players form into large groups and trample their respective countrysides (or space stations), obliterating everything in their path. Whether you know it as 'blobbing,' 'zerging' or by some other name, you're sure to have run into it in one form or another.Posted Jun 25, 2015

Welcome to the Den of Kubrow Bonus Weeks


There are few things more satisfying than watching the small, innocent puppy you raised from birth grow into the strong and confident Grineer killing machine it was born to be. Posted May 14, 2015

Video Dev Journal Reveals the MMO’s Many PVE Choices

Echo of Soul

Today we're proud to share with you an exclusive trailer from Aeria Games upcoming MMORPG, Echo of Soul, which reveals new details about the game’s expansive player vs. environment (PvE) content. Watch and learn about all EOS has for MMO gamers in this exclusive Video Dev Journal.Posted Mar 31, 2015

New Jewels In Your Pocket -- It's Time to Socket


The Socket System idea was born on a cool evening in late 2010, in a game mechanics discussion over root beer on a patio with a KingsIsle Designer you may know as Decius Duelmaster, from Pirate101. What’s cooler than being able to customize your Wizard even more? The more and more we talked about it, I knew a feature like this would be a huge hit. I was super excited and started talking it up to folks around KI.Posted Mar 24, 2015

A Time For mADDness!


Hey MMORPG! GM Moshup here with a psychotic tale of time-travel, technology and turmoil. A tale of the twisting of a mind that would drive even the most grounded of heroes to their knees with madness. From this madness echoes the launch of Elsword’s new Job path or class update and the continued story-arch for the delightfully twisted character Add. Posted Mar 13, 2015 by KOG Games

Long-Form Storytelling


In which Ian and Andy discuss how to keep gamers coming back for more delicious story nuggets over the course of hours or years.Posted Jan 14, 2015 by Andy Collins

Sidekick Characters


This week we’re discussing how to give a voice to the character you play in Moonrise.Posted Jan 9, 2015 by Andy Collins

The Skies: Crucial Changes During Development - Are They for the Better?

Developing a game project of this size poses many challenges - from thinking over the backend architecture to the in-game economy system and more. Sometimes critical changes happen in the middle of development process. Are they for the better? It depends. Let me give you an example of several challenges we faced in developing "The Skies" world and, ultimately, our decisions.Posted Jan 2, 2015

The Skies: Developing the Game Step-by-Step - Where to Start?

The Skies

When it comes to the question "Where do you start in developing the game world?", I have a rather standard answer: everything begins with the idea and then thinking over the game world in detail. In contrast, when I was writing the book, "The Skies", I wasn't thinking of the game in detail. The world and the storyline were appearing while I was writing and I actually didn't know what it would be fully until the end, so the story revealed itself over time.Posted Dec 26, 2014

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