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Jumpgate Evolution : Exclusive Screenshots, Week 1

Posted Oct 16, 2009 by Jon Wood

The team at NetDevil kicks off a new exclusive screenshot series with us today, providing us with two new images from the upcoming MMO.

Check out the new screenshots, here.

Jumpgate Evolution : New Screenshots

Posted Sep 28, 2009 by Jon Wood

NetDevil has provided us with six new screenshots from their upcoming MMORPG, Jumpgate Evolution.

Jumpgate Evolution Jumpgate Evolution

Check out all six New Screenshots

Jumpgate Evolution : Visuals and Sound Interview

Posted Sep 28, 2009 by Jon Wood's Carolyn Koh spoke recently with NetDevil's Scott Brown to talk about, among a few other things, the look of the game and how that will affect players with lower-end machines.

Information on Jumpgate: Evolution has been “out of the gate” so to speak for over a year now, with NetDevil demoing the game at various events, showing new features as they build, develop, improve and iterate.

“Our artists are way ahead of the game development team,” said Scott Brown. “So they’ve had time to optimize and refine.” According to Scott, the NetDevil artists have been doing better and better work, yet kept systems specs low. “They’ve done an amazing job,” he said, “and the most recent is the work on the particle system.” Keeping the system specs low is a major design objective for NetDevil as their goal is to allow keep framerate high and allow gamers with lower-end machines to play their game. The ripple and reflective effects of glass panes are really something else now and some of the Capital ships are truly impressive.

Read the Visuals and Sound Interview

Jumpgate Evolution : AGDC '09: Exclusive Dev. Walkthrough

Posted Sep 23, 2009 by Michael Bitton

Our Garrett Fuller spent some time with NetDevil President Scott Brown at this year's Austin Game Developer's Conference. In this video, we're treated to a developer walkthrough of Jumpgate: Evolution where we learn about some of the philosophy behind the game's design, the new player experience, and get a neat look at a high-end boss encounter.


One of the most interesting things that came out of this developer walkthrough is the philosophy behind the game's mission design. For one, Mr. Brown mentions that battles aren't a one-versus-one, you vs. the ai, type of event. Instead, you'll often participate in large scale battles as part of standard gameplay, with both NPC support and enemies in what will most definitely be a giant furball.

The other interesting aspect of mission design in Jumpgate: Evolution is the deviation from the quest paragraph, mission, return for quest paragraph format that most MMOGs employ. It's no secret that most of us just don't read the quest text, and so the developers at NetDevil have taken lessons from older games like X-Wing and Wing Commander where your mission goals will be a bit more ambiguous (I.E. go out on a patrol) and you find out more in smaller chunks as the mission progresses, as opposed to the frankly unrealistic idea of having players read walls of quest text in the space station before they launch.

Also, for the hardcore out there, Mr. Brown confirms that IR head tracking, joystick, and triple monitor support will be available in Jumpgate: Evolution. Unfortunately, no word on a new release date, but we're waiting with bated breath!

Watch the video here.

Jumpgate Evolution : New Dev Blog: Music in Space

Posted Aug 31, 2009 by Dana Massey

Over on our exclusive Jumpgate Evolution developer blog, we heard from Producer Herman Peterscheck who wrote about how NetDevil approached music in their space shooting MMO.

A game is by definition an audio/visual experience. It is usually the visual side of things that get the most attention and so little time is spent on the other half of the equation. While visuals are critical for having a successful game, having great audio is very important. To think this deeper, try imagining Star Wars without John Williams' sound track or James Earl Jones' booming Darth Vader voice. Poor audio on top of great video can really deteriorate production value. The trouble with audio is that it generally comes late in the development cycle and all to often as an afterthought. Another difficulty is that while poor visuals tend to be obvious, poor audio tends to be a silent failure. Star Wars with slightly worse music would create a sense that "something is missing" or "something isn't right" whereas a bad special effect is much more likely to be spotted for what it is.

For the full entry, click here.

Jumpgate Evolution : Forum Questions and Answers II

Posted Aug 25, 2009 by Jon Wood Jumpgate Evolution Correspondent Sean Bamberger recently scoured the North American and European Jumpgate Evolution forums to bring us this report on the most interesting answers given by NetDevil's Hermann Peterscheck.

Originally Posted by Magnus-Ex:

Regarding the "friendly fire off" situation; how do you plan to prevent people nuking the battlefield continuously? Because with no friendly fire, this then seems to be most effective way to kill enemies. Simply nuke the whole bunch (knowing that any friendlies will be fine) or just fly into battle and nuke nearest object or squadmate. This looks to me as critical design problem of "No FF" and I would like to know if there are any ideas to work this out.

Hermann Peterscheck:

The real balance problem there is having a super weapon, which you simply can't have. Regardless of FF, if you have a nuke that kills everything then that pretty much is a critical design problem in my mind. That being said, there isn't a nuke that kills everything, or even anything close to that in the game right now, so I can't comment on how we would prevent that from being an exploit

Read Forum Questions and Answers II

Jumpgate Evolution : New Screenshots

Posted Aug 24, 2009 by Jon Wood

Today, we present these nine new screenshots from NetDevil's upcoming MMORPG, Jumpgate Evolution.

Jumpgate Evolution

Check out all nine screens.

Jumpgate Evolution : Forum Questions and Answers

Posted Aug 24, 2009 by Jon Wood Jumpgate Evolution Correspondent Sean Bamberger recently scoured the North American and European Jumpgate Evolution forums to bring us this report on the most interesting answers given by NetDevil's Hermann Peterscheck.

OP by GamingGeek:

How will the naming format be for players? Will we have 1 name, a given and a surname or a callsign? And will they be exclusive per server or can more than one "Maverick" exist?

Hermann Peterscheck:

Currently the player has a single name callsign as opposed to two names. This can be pretty much anything as long as it's within naming conventions. These are per shard so if you are called Maverick and manage to get in early enough you can be Maverick on each shard.

Read Forum Questions and Answers

Jumpgate Evolution : Blog: Combating Combat

Posted Jul 22, 2009 by Jon Wood

In his most recent official blog update, Jumpgate Evolution Producer Hermann Peterscheck discusses combat in the upcoming game.

[name of game]

Most MMOs have some kind of combat system as a major basis for character advancement and progression. Jumpgate is similar in some ways, however as an action MMO, combat tactics are quite different than in other familiar and more RPG like MMOs.

When we approach combat we consider that at the core we must have various roles with both strengths and weaknesses. A dangerous temptation in design is to pick a favorite and overpower it. Avoiding super weapons is a critical part of balance and so the first rule is to design for weakness. As an example, our first two classes of ships were light and heavy fighters. The benefits are reasonably obvious. Light fighters are quick and nimble and heavy fighters are well armored and more heavily armed. The weaknesses are a bit trickier. Should light fighters have less weaponry or less armor or both? Should they have access to less powerful shields and if so, how is this accomplished? Most importantly is how this is communicated to the player and is it actually fun?

Read Combating Combat

Jumpgate Evolution : Codemasters Producer Interview

Posted Jul 21, 2009 by Jon Wood Jumpgate Evolution Correspondent Sean Bamberger had the chance recently to speak with Mike Rowland, Codemasters Producer for the upcoming space MMO.

Having your IP set in space, you are naturally more limited in quest variation than, say, a traditional orcs and goblins fantasy MMO. How will interest be maintained in what is essentially an experience/license based grinding system?

Mike Rowland:

The setting in space opens Jumpgate Evolution up to a much wider variety of scenarios and missions that you wouldn't normally see in other MMOs and we're working extensively to make the mission system as compelling and free-flowing as possible. With a sci-fi universe, anything is possible and as we develop more new technology new ideas come into the fold allowing us to make the player's journey as fun-filled and exciting as possible. As you can see in the screenshots and movies released to date, we have made space vibrant and different to people's perception of a black and empty universe. Couple that with intense battle scenes against capital ships, alien hives and enemy stations, there's a whole lot of variety put into the mix that will keep interest high.

Read the Codemasters Producer Interview

Jumpgate Evolution : General PvP Interview

Posted Jul 17, 2009 by Jon Wood

Recently, had the opportunity to talk to Hermann Peterscheck of NetDevil about PvP in Jumpgate Evolution and how it will be implemented.

Jumpgate: Evolution

What kinds of PvP will make an appearance in Jumpgate Evolution? One on one, 100 vs 100, etc.?

Hermann Peterscheck:

We have determined that large numbers of ships is certainly more fun than one on one battles in big, open space – though that is possible. Once you support huge scale battles, smaller battles are simply an issue of player preference. I suspect we will have many different sizes to the battles, but we are assuming that massive space combat will be the most compelling.

Here again, each nation's personality is represented. In the large scale battlespace, for example, each group has their own distinct capital ship which they need to protect, while attempting to destroy the other group's ship. The look and feel of these ships is very distinctive and helps players identify with their nation.

Read General PvP Interview

Jumpgate Evolution : Info, New Shots on the Quantar Nation

Posted Jul 14, 2009 by Michael Bitton

The official Jumpgate: Evolution website has been updated with information on the mystical Quantar nation. The site update details the culture, society, and background of the Quantar. Coming in alongside this update we have six new screenshots of the Quantar for you to check out.

Jumpgate: Evolution

For information on the Quantar, go here.

Also, be sure to check out our new screenshots of the Quantar.

For even more screenshots, check out our full Jumpgate: Evolution gallery.

Jumpgate Evolution : Video Interview with Scott Brown

Posted Jun 19, 2009 by Dana Massey

NetDevil President Scott Brown talks to at E3 about the space flight MMO remake. This MMO provides players with realistic space sim flight and shooter, skill based mechanics as they fight real and NPC enemies.



And then let us know what you think on the forums!

Jumpgate Evolution : Fourteen New Screenshots

Posted Jun 12, 2009 by Michael Bitton

Our Jumpgate: Evolution gallery has been updated with fourteen new screenshots. The new shots give us a look at some Solrain and Quantar ships.

[name of game]

Check out the new shots here.

To see our entire Jumpgate: Evolution gallery, go here.

Jumpgate Evolution : JGE Delayed Past June

Posted May 28, 2009 by Keith Cross

NetDevil has posted an update on the status of Jumpgate Evolution, saying that while the game is nearly feature complete, it still needs a lot of work and they will miss their target for a June release.

It's been about three years since we originally started thinking about making Jumpgate Evolution and in those three years many of you have been following the game's progress quite closely. You've watched the project grow and gain momentum as it has become what it is today. Getting the game complete and into your hands is the point we're really eager to get to and we strive each week to get to where we can share our adventures in space together.

One of the things we've always promised is that we would not release an unfinished product, nor would we subject players to a sub-par experience. The worst situation for a developer is that our game does not meet the expectations of our fans. This is constantly weighed against the need and desire to release the game and let our dedicated community play the game as soon as possible. I know that many of you have seen the targeted June release date and that has generated significant excitement. As with all game development projects, we constantly have to evaluate the quality of the product against anticipation. The question always asked among ourselves, does what we have meet the expectations of the players? Is what we have a good game?

Read more here.

Jumpgate Evolution : Exclusive Screenshots

Posted May 20, 2009 by Jon Wood

NetDevil has provided us with four new, exclusive screenshots fromt heir upcoming space flight MMO, Jumpgate Evolution.



Check out all four exclusive screenshots

Jumpgate Evolution : System Talk With Scott Brown

Posted May 20, 2009 by Jon Wood's Carolyn Koh sat down with NetDevil's Scott Brown from Jumpgate Evolution to talk about the game's progress and some of its more interesting systems.

When I last saw Jumpgate: Evolution (JGE), it was at Penny Arcade Expo in August of 08. Then, attendees were treated to a slice of the game; hands-on play of a newbie mission. I was impressed then, although I had never played a space combat game at any length, not because I didn't want to, I could not because the games gave me vertigo. Wing Commander, X-Wing, Freelancer, Privateer... you name it. They all gave me vertigo, so I've been following JGE closely. I want to pilot a space craft! Since then, our correspondent Sean "Pasanda" Cullinan has had the chance to write a hands-on Preview of the game, and Scott Brown, President of Netdevil was in attendance at the 2009 LOGIN Conference with Game Manager Grace Wong, but without his trusty side-kick Hermann Peterscheck, Producer of JGE. So amid jokes of not letting Hermann out until the game is ready, Scott gave me a status update on where they were on development.

Read System Talk With Scott Brown.

Jumpgate Evolution : Official Blog Kickoff - Ship Design

Posted May 14, 2009 by Jon Wood

Hermann Peterscheck kicks of the first entry in the official Jumpgate Evolution blog by discussing ship design.

In Jumpgate Evolution, ship design is one of the most critical components in the game. When we first started working on it, we spent a lot of time with just one ship, in one sector, fighting a handful of enemies. At first we just wanted to make a ship that was both fun and intuitive to fly. This involved changing camera controls, controller input and lots and lots of unit tests. In the end it took about sixty to seventy iterations to get a flight model and control scheme that felt right.

The next thing we did is come up with what kinds of roles we wanted people to have. This was fairly simple in that the kinds of ships that people want are reasonably well defined. You want to have a quick and nimble fighter, a heavier combat ship, perhaps a missile boat of some kind. On the commercial side you need mining and transport ships. For the high end we considered things like “spy” class ships or heavy gunboats, support class ships that can repair armor or refuel ammunition and just about anything in between. It’s a really fun process to just throw ideas out and see what seems cool and fun to try.

Read the new entry.

Jumpgate Evolution : Dev Answers From the Forums

Posted May 11, 2009 by Jon Wood Jumpgate Evolution Correspondent Sean Bamberger has scoured the Jumpgate Evolution forums for developer responses to player questions. In this article, he presents some of those answers.

Tired of trawling through multiple posts, polls, trolls and goons looking for titbits of new information? Well let us here at be the solution to your problem, condensing all the latest diatribes, answers and knowledge from the UK and European community officers at Codemasters and the development team at NetDevil.

Of course, if you are a fan of forum hunting, I'm sure the ND and Codies guys would love to see your input on the forums, so join up quick sharp! Since the last article here on MMORPG, there has been a sudden influx of dev and community team input, so qualms and queries alike are flying out thick and fast at the moment.

Read Dev Answers From the Forums

Jumpgate Evolution : First Look Preview

Posted Apr 29, 2009 by Jon Wood

Sean Cullinan has had a chance to play in NetDevil's Jumpgate Evolution and today he shares his impressions of the upcoming space flight MMORPG.

Jumpgate Evolution is a space flight combat game with elements of commerce, crafting, and mining. The primary focus of JGE is combat, and it is here where the game is slickest and really comes to life. The universe, as far as JGE is concerned, is made up of several Non-Player Controlled (NPC) enemy races and three playable Nations: Quantar, Solrain, and Octavian. I won't go into too much detail here, as most of this can be found on Wikipedia here. Each of these three playable Nations has their own conflict and strife with one another, similar to the tripartite realm relationship found in Dark Age of Camelot (DAOC) by Mythic Entertainment. For me, this feature has the biggest potential to make this game a real winner; playing three sides off against one another, if balanced correctly, can lead to superb Player versus Player (PvP) and Realm versus Realm (RvR) or, in the case of Jumpgate Evolution, Nation versus Nation.

Read the First Look Preview

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