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Guild Software | Official Site
MMORPG | Setting:Sci-Fi | Status:Final  (rel 11/04/04)  | Pub:Guild Software
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Behind the Scenes

Posted by Richard Cox on Aug 22, 2008  | Comments

Behind the Scenes - Vendetta Online - MMORPG.com

Incarnate has posted another update on what has been going on with the game, recent changes, etc.

I imagine you've all seen the various new addons and things that have made their debut since the new dynamic-object-updating tools have gone into production use. This has been super cool for me, as I can create, prototype/test, and roll out new addons and ship variants without having to do any kind of visible update, server restart or client patch. It all gets pushed out invisibly. You can expect more "Stuff" to appear within the game as I fill in holes in license progressions (ie, the recent low-level Heavy Weapons additions) as well as add new content to the upper levels and major Accomplishments/Badges.

What you haven't seen, as of yet, is the much larger work going on to revise the universe. Our game universe was designed a number of years ago, based on then-common system configurations and some uncertainty about how many users might be in a given sector at once. As a result, it's a bit sparse, and a bit boring. Additionally, in more recent times we've added some cool new features to the game engine, like fogging and the related radar extenders and wireframe-radar-visualization.. but have yet to use these very much beyond our much-maligned Ion Storms. This will change.

Read more here.

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