Game-Play is something which we are really trying to get perfect, when Dragon Gate is ready for it's final release it will have your classic MMO style UI and feel which makes it very easy for new players to quickly adapt and get involved with game-play without having the pacing ruined by long boring tutorials. However with combat we're planing very different approach. Instead of using the basic button mashing approach, DG will have a combat system similar to that of Darksiders/ Castlevania Lords of shadows 2. This allows the player to discover lots of different combinations and use a fighting style suited to them giving each player their own unique approach to fighting through dungeons. This means that most abilities for all classes will have to be targeted and used appropriately and can also be dodged by other players when skill-shot abilities are used. The intention of this is not only to create a more original combat system but to also bring a more competitive aspect to the game, removing the problem with most MMO's today where the victor of a duel is usually the one that brought the bigger sword. Throughout exploring Corderia you will find lots of quests and dungeons to explore and complete. Most dungeons have their own boss(es) each with weaknesses to help you find various ways of defeating them. Gathering and other skills have also been implemented so that you can craft your own gear or help bring some income.
When DG is finished the classes available will be, Paladin, Warrior, Sorcerer, Cleric, Rouge, Ranger each with different mastery paths, for example sorcerer's can choose to empower their magic damge further by becoming Warlocks or learn to take control of the un-dead and cast curses over their enemies as a Necromancer. Each class will offer the player a unique style of game-play so if the player decides to create a new character with a different class the game-play won't feel so stale or repetitive. Once your character reaches a certain level of skill the option to gain a secondary class will be available to the player.
Although it was attempted on several occasions having a seamless world simply wasn't feasible. As a result there are loading screens between each zone. It is a known fact that loading screens are the best pacing killer and we've done our best to ensure that this doesn't happen. After several modifications to the rendering system loading screens are extremely quick. the longest one in the game currently is around 4 seconds but this time will vary for different PC's. Zones in general are big. As an example the starting zone will take a good few minutes to go from either end with a speed boost from a mount. We've done our best at ensuring that the size of the zones does not effect the quality of the scenery and have tried to remove any chance of the player getting the feeling that the zones are empty. Throughout the development stage Dragon Gate has and will continue to go through lots of optimisation.
Dragon Gate utilises the power of DirectX7 and we've tried to push it as far as it will go. Using various algorithms and visual tricks, we have managed to achieve lots of post-processing effects to a high quality such as, Volumetric Light shattering and Bloom as well as Animated Shadows, 3D Animated Water and Bump Mapping. We are currently developing Day and Night Ambient Lighting cycles with an updating Sky Texture, Specular Mapping, Cube Mapping, Depth of Field effect and Dynamic Lighting.
After a poll was cast it seems that including an Item Shop is the most popular. However the last thing we want to do is make DG a pay to win game, therefore items in the item shop that can increase the power of a player can also be acquired by completing certain tasks throughout the game. This mainly means that cosmetics and other various things will be the only items that can be acquired though the item shop. This hopefully keeps the game balanced while giving every player the same opportunities. This also allows for players that don't have lots of time to complete tasks to get certain items at a low price.
In the v0.3.0.0 patch we have been expanding the graphical limits of the game, introducing a new lighting system, refining our shadows code while fixing various bugs.
- Performance Boost: While refining our shadows system we found various loopholes on how they are rendered and as a result it improved the average fps of the game by 30! Now low spec pc's are running at around 60-80 fps and high end are running at 100-130 fps. (average estimates)
- Dynamic lighting: This has been on the to-do list for a long time and it has finally been introduced and the results are gorgeous!
- Interaction Window: It now closes if you walk to far away from selected target. This was getting irritating when you have an npc selected and you are the other side of the zone.
- Widescreen: The widescreen support has been there for a while but now the interface adjusts it's location and scale depending on if you are using a widescreen resolution.
- Fixed bug where mouse wasn't being freed once a dialogue box was opened or a script was been triggered by an npc.
- Fixed bug where widescreen windows moved very slowly. Whenever in a widescreen resolution the drag speed was reduced to a point where moving a window across the screen was impossible, this has been fixed.
- Fixed Character Description location bug in the character creation screen. Ever noticed the massive gap that appeared randomly in the character creation screen? Well if you have then the gap is gone.
- Fixed Bug with actor shadows. Actor shadows weren't being de-rendered when leaving a zone properly which was fine if you left the zone, the game would just continue as normal, but if you tried returning to a previous zone then the game would just crash. This has been fixed.
- Fixed Bug where the suns and sky textures weren't updating in sync with each other.
Changes that have been made in Dragon Gate v0.2.5.0
Changes that have been made in Dragon Gate v0.2.3.7.
Changes that have been made in Dragon Gate v0.2.3.5.
Changes that have been made in Dragon Gate v0.2.3.0.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.