UPDATE: According to a new post at BigDownloads.com:
As a result of this move, Lego Group is buying both the Lego Universe development team and the NetDevil offices that the team currently works in (Financial terms were not disclosed). The other NetDevil employees will be moving to another office somewhere nearby the original offices. The remaining Netdevil team members will continue to develop the browser-based online action-RPG Fortune Online, which was just announced a few weeks ago and is now in closed beta testing. The Gazillion PR rep would not comment on the status of NetDevil's long-in-development space-based MMO Jumpgate Evolution.
According to numerous trusted sources on Facebook it seems as though, at the very least, a large number of employees have been laid off at NetDevill, the company behind the perpetually in-development Jumpgate Evolution.
While we can not at this time confirm the specifics of the layoffs, nor what this means for the future of NetDevil and the games that it is / was developing, we will continue to follow this story as it progresses and bring you any updates that become available.
NetDevil has posted the final Jumpgate: Evolution screenshot for 2010 on the official site. The screen features the Quantar docking station and the Quantar architecture. There are no further updates on the official site, particularly with regard to the lawsuit that NetDevil is embroiled in.
Original post: JGE site.
Thanks to MMORPG.com reader, DevilXaphan, for the information that Codemasters has filed suit against Gazillion Entertainment and NetDevil for costs incurred to develop Jumpgate Evolution. According to the court documents, Codemasters is seeking approximately $1.3 million dollars in monies given to the development team and for court costs.
Defendants have failed and refused to comply with the development schedule in THE AGREEMENT, such that THE GAME has never been ready for commercial release because NETDEVIL has not completed development of THE GAME. Such failure and refusal constitutes a material breach of Defendants' obligations under THE AGREEMENT.
Read the full court documents here.
Jumpgate Evolution executive producer Lance Robertson has put up a very brief overview of what the team is working on during October. The team is working on PvP, the launcher, event sectors, the economy and more. Check out this snippet to find out what the NetDevil team is up to in October.
Event sectors – layout and design work. Successful tests of mission objectives and PvP aspects. Several prototypes being used to test systems and game play.
Economy – design and mockup/implementation continues. Overall a very cohesive system, but some parts are farther along than others. “Factory” system is well understood and being proven out.
Asteroids – as promised asteroids still appear in the game and some play a larger role than envisioned earlier in the year. BTW, this is not in reference to hauling or hide-and-seek. More to come down the road.
Check out the full post here.
Joe Grubb is the Content Designer at NetDevil for Jumpgate Evolution. He started at NetDevil back in November of 2009 and has since crafted hundreds of multi-step missions to inject the Jumpgate universe with a living, breathing world. A few months back he was integral in the design of JGE’s Sector Warfare System – a mission system that will help JGE deliver PvP space combat to the MMO market on an unprecedented scale. We’ve asked him to take a brief moment and discuss a new feature in Jumpgate Evolution that takes full advantage of this new system – Event Sectors.
Greetings all! I’ve been asked to take a moment and discuss an exciting new feature we’ve been building in Jumpgate Evolution – Event Sectors. In a nutshell, an event sector is a non-instanced sector that is available to players for short durations (this could be once a day, once a week, etc. – depending on how rare we want a particular sector to be). Event Sectors emphasize immersive, repeatable content; content structured to blend player vs. player and player vs. environment while supporting each faction’s unique goals and ideologies and remaining fictionally relevant.
Read more Jumpgate Evolution: Event Sectors.
Jumpgate Evolution executive producer Lance Robertson took some time out from his development duties to discuss what's become a hot topic on the JGE forums: Cross-nation communication.
Players have expressed concern that the lack of cross-nation communication will damage the Jumpgate: Evolution community. Robertson addresses this concern by articulating the reasons behind the design decision: Nations come first. Period.
Just let me say this up front and then I’ll elaborate: when confronted with a design choice that could negatively impact in-game cohesiveness, community, or strength of a nation, we will always opt in favor of strengthening a nation. From a story perspective, the three nations are hated enemies and always have been. They are now locked in an all-out war. These facts are more important to the game than any potential player subterfuge, spying or collusion between factions.
Read the rest and participate in the discussion on the Jumpgate Evolution forums.
MMORPG.com's Bill Murphy got some hands-on time with NetDevil's Jumpgate Evolution at this year's E3 and delivers his report.
The silence was officially broken last week when Lance Robertson came out on Jumpgate Evolution’s official forums. For nearly a year the offices of NetDevil have been quiet and with good reason, for what you may remember of JGE before the dead spell is long gone. What’s come out on the other end is a game focused and poised to deliver truly massive space battles on the backdrop of a three-faction war for the fate of humanity. It’s about faction pride, hi-speed dogfights, and dynamic PvE and PvP content on an epic scale… oh, and the instancing is a thing of the past. I had a chance to sit down with the developers at this year’s E3 and get some hands-on time with the game’s newbie experience. I came away impressed and reinvigorated with hope for a title I wasn’t sure would see the light of day.
The developers were keen to tell us that Jumpgate is about showing the story, not telling it. In other words, they want players to feel like they’ve participated in Pearl Harbor rather than just heard about it from the history books. Right from the very start, players will feel like a somebody in their chosen faction. In other MMOs you tend to begin your heroic journey whacking away at rats, but in Jumpgate this whole trend is sidestepped by making players a part of a larger army with the enemies being the members of the other factions.
Gazillion Entertainment and NetDevil have released this latest trailer for the upcoming sci-fi space faring MMOG Jumpgate: Evolution. The new trailer focuses on the Octavius faction, one of three playable factions in Jumpgate: Evolution.
Click the image above or go here to watch the trailer.
NetDevil's Lance Robertson, Executive Producer on Jumpgate: Evolution, has posted a pre-E3 update on the game's official forums giving starved fans a long awaited update on the game's status.
Lance begins by providing a bit of context with the history of the game's development, and then goes on to explain why they essentially "went dark" for a long period of time with really nothing in the way of new information: they threw out most of the game. After a good deal of testing and getting people into the game, they realized their game was not where it needed to be and the changes involved to fix that necessitated throwing out tons of work. Over the past year they've been working to re-work the game with a much more clearer vision in mind and they are ready to begin talking and showing off the game once again.
Lance does warn that many of the things we've seen on JGE in the past may or may not still be in the game, however, the game will still be quite familiar on the surface, and that the main goal of the game, that of massive scale space warfare has remained intact:
I’m going to be honest with you and tell you something that may be difficult to hear: what you saw and heard of Jumpgate Evolution before now may have little bearing on the actual game we're going to deliver. When we went into that dark period to redesign much of the game, much was thrown away and new needs came to light, but we ultimately ended up with a much clearer vision of what we want Jumpgate Evolution to be, as well as the path to get there.
Now we’re finally ready to begin showing you what we’ve been working on. What you’ll see may look and feel similar on the surface, but it's what’s inside that counts. We’ve reached a level of confidence in our game that we didn’t have the first time around, and we’re much stronger for it.
Read the full update here.
[Thanks Darkholme for the tip!]
The folks at NetDevil spoke with our own Bill Murphy about the kinds of changes that have been made to the game since they went dark. The details will be revealed at next week's E3.
Aside from this week's headlining announcement that LotRO is going free this fall, there was another bit of news that’s started to make some waves in the week prior to E3. Long since believed to be a vaporware by the cynics, NetDevil’s Jumpgate Evolution is finally back and tracking on gamers’ radars as the title’s producer came out with a lengthy post this explaining the reason for the game’s long period of silence. What the letter amounted to was that basically NetDevil had a lot of the game’s systems working but that the result simply wasn’t what they wanted it to be… and so like any good developer would the Colorado lads and lasses went back to the drawing board.
Check out the blog, here.
The Jumpgate: Evolution website has just randomly disappeared, leaving fans wondering about the status of the game itself. Fortunately, Twitter came to the rescue as the official Jumpgate Evolution Twitter feed informs us that the site is down due to technical issues involving DNS, and it will return to service within 24-48 hours.
- In other words - the site will return to all in about 24-48 hours. No major announcements scheduled in that time, just FYI! ^RJ
- The website's DNS settings have changed, so you may not be able to access it until this has propagated to your 'part' of the internet. ^RJ
- We're having issues with the website which may mean you can't connect or see the site... we're investigating, please stand by! ^RJ
You can rest easy now guys, Jumpgate: Evolution still lives.
It's been quite awhile since Jumpgate: Evolution's delay announcement last year, and until today we didn't know much more about the game than we did then.
In the interest of providing eager fans with some sort of update, NetDevil has broken the silence in a post to the official Jumpgate: Evolution forums, outlining some of the things the developers are working on or thinking about.
So what are the folks at NetDevil working on? Read below to find out:
-"Battlespace" returning to more of its simulator roots from Classic, really a place to practice not advance. I know this will make some of you happy in that advancing will only happen in "real" space not instant action type playing. I still hope to have some achievements/leader board materials form here but not likely to have any equipment or pilot advancing type effects.
-Lots of work on missions. With the new design team map layouts, mission stories, the types of things you do in missions, etc is all MUCH more interesting and varied than ever before. The kinds of things we can now do is very advanced.
-Better faction definition. The stories in the game really tell all about your faction and why you are at war with the others. The story is also darker than before with many of the missions you fly feeling more gray than the typical black and white always doing the good thing type story.
-PvP. Lots and lots of work on systems for PvP, new maps, new game play, new forms of advancement, player built battle stations, capturing sectors, etc. The scope and feel of the massive space battles you will be taking part in against other players will be, IMHO, what really sets us apart.
-AI functionality. Tons of work on making the AI both the right difficulty (it was way to easy before) and also varied in behavior.
View the original announcement here.
What do you think about the changes NetDevil are working on? Let us know in the comments below!
MMORPG.com writer Bill Murphy takes this look at what NetDevil's Jumpgate Evolution has to learn from its predecessors in the sci-fi MMO market.
Jumpgate: Evolution is sort of a re-launching/re-imagining of the original Jumpgate which NetDevil released all the way back on September 25th, 2001. Never quite a blockbuster success, Jumpgate still has a loyal following to this day, and obviously the staff at NetDevil have a passion for the IP. Later this year (at least we hope so), published by Gazillion, NetDevil will unleash their new spaceflight MMO unto the public. A lot has changed in the industry since 2001, and NetDevil themselves have launched and closed another online offering in that time. And with the game still pretty under wraps, here are some of the major things we hope the developers keep in mind while crafting Jumpgate: Evolution.
The team from Jumpgate Evolution has updae3d their official MMORPG.com blog. Today, the update fromes from QA tester Stephen justice as he talks about Breaking Jumpgate Evolution.
Let me start by introducing myself. My name is Stephen Justice and I have the privilege of being a QA tester on Jumpgate Evolution. This is the first project I’ve worked on here at NetDevil. My previous experience comes from working at a third-party testing studio where I had the chance to test on the Xbox 360, PlayStation 3, PlayStation 2, Wii, DS, Gameboy Advance, PlayStation Portable and PC.
Before we begin, I feel the need to deal with a phrase that greatly irritates me as a tester. It’s that annoying phrase “paid-to-play”. I will state quite clearly that I do not spend my days playing, I spend them testing. The difference is if I’m playing a game then I’m playing through it as any other person would. When I’m testing I’ll play the game wrong. I’ll try to reach areas I shouldn’t be in, fly through walls, fall through floors, make textures vanish, cause physics to freak out, watch meshes collapse and (my personal favorite) cause the game to crash.
MMORPG.com's Garrett Fuller recently had a chance to ask a few questions of Lance Robertson, the new Lead Producer on NetDevil's Jumpgate Evolution.
Give us a status on Jumpgate Evolution. How is the game coming along?
The game is certainly coming along well, but new challenges crop up every day. We have added several new team members recently (myself included) and have been getting fully up to speed.
At this point, we're actively seeking to expose all sorts of issues ranging from minor playability problems to large scalability issues and everything in between. The content design team is pushing forward and fleshing out all sectors with exciting missions and encounters. We continue to successfully test and hone the PvP experience and I'm very much looking forward to showing it all off to a much larger audience.
Read the New Lead Producer Interview.
NetDevil has released these three new, exclusive MMORPG.com screenshots from their upcoming space-based MMORPG, Jumpgate Evolution. The first two images show Solarian fighters, while the third image shows a mining establishment in the Bleakstone sector.
Check out all three here.
NetDevil has announced today that Lance Robertson will be joining their team as Executive Producer on Jumpgate: Evolution. Lance Robertson's previous work includes a long stint on Dark Age of Camelot, and he also served as senior producer on Warhammer Online.
Read the official announcement here.
NetDevil has released these three new, exclusive MMORPG.com screenshots from their upcoming space-based MMORPG, Jumpgate Evolution.
You can visit Jumpgate Evolution's webpage, here.
See them all here.