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Forged Chaos
1,449 followers -
Creators of Trials of Ascension
Creators of Trials of Ascension

1,449 followers
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Forged Chaos's posts

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The focus of this last sprint’s completed work by the team was mostly on structures and stations. However progress was made on many fronts as the team pushes forward. My own contributions were sadly lacking as I had personal obligations to see through. Instead, I will share what the rest of the team has accomplished!

Read more: http://ow.ly/4YSY30dL75u

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We hope all you dads out there had a great Father’s Day! For everyone else, we hope you had a great Sunday and a pleasant beginning to your week.

Our latest sprint does not have us checking off any road-map boxes, but we made solid progress nonetheless. Another batch of items and icons were added to the game, bringing us closer to the end of those particular tasks. Included with these items were their crafting recipes, which is handy since we can now place crafting stations in the game!

Read more: http://ow.ly/pINN30cMI0W

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That’s right, ranged combat is alive and growing in ToA: Exile! I was really excited to see this feature implemented this sprint. Right now it is limited to archery for humans, but it will expand to the dragon’s breath weapon and who-knows-what-else in the future. Using a bow is fairly straight forward; you equip the bow to your hands, fill your quiver with arrows and equip the quiver, and you are ready to start shooting! Holding down the left mouse button draws the bowstring back while zooming into first-person view, allowing for more accurate aiming. However, holding the string back does drain away at your stamina. Arrows are affected by physics, so they lose force and height the farther they fly. I do not know yet if we will be able to make wind speed a factor too, though I think it would be a nice touch. Once fired, arrows will embed themselves into any solid surface they encounter, allowing for retrieval if they can be located. We have two different types of arrows, flight and barbed, and we have plans to add additional types in the future.

Read more: http://ow.ly/MQqu30bcAfP

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The whole team did a great job this last sprint!

The art team was in top form, with a plethora of models and animations both done and in progress. The animations for the combat movements for the humans are mostly complete. The sabertusk model is now skinned and looking very much alive for a 3D model. I am impressed with how realistic it turned out; to me it looks like something that could possibly have existed at some time on earth. The model for the human female is also coming along, though the work isn’t finished with her yet. She is being carefully sculpted to have healthy and attractive proportions without appearing as if she stepped out of something rated XXX.

Read more: http://ow.ly/4MB130aKqjK


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The art team was very busy this week, and with the new team member they were more productive than ever. The last of the skill and discipline icons were finished and are waiting to be implemented in the game. Blitz55 has been charged with the task of learning Megasplat and has begun painting the terrain on our new sculpted island.

Read more: http://ow.ly/lP0530armuC

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I’ll start off this Dev Blog by announcing our newest team member, Dryer3d! He joined our team as a 3D modeller, increasing our art team to five and our total headcount to 13. His contributions so far to the team have been on the tormilin, which you all saw in the last blog. He will be working closely with the other members of the art team to create models for our native wild-life.

Read more: http://ow.ly/rYO3309Uv7O

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This last sprint was an exceptionally busy sprint, with a large chunk of our work going to clearing out the backlog of bugs, building up the construction process, and working on a new feature that we will reveal for early access.

Read more: http://ow.ly/LbIP309yzbE

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It’s been another busy sprint for the Forged Chaos team. This time the bulk of our work centered around implementing skills and modifying the skill window for humans. Thanks to the hard work from our programmers, we have a current total of 21 skills in the game. Though we originally planned to start with only ten skills, we’ve since added most of the skills we want in ToA: Exile, including several weapon skills for testers to use. We will continue to add skills when we need them as we implement future content.

Read more: http://ow.ly/qhjb3090vfl

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Thank you all for your patience while we answered every question to the best of our abilities. We shared as much as we are comfortable sharing at this time and we hope that our responses are satisfactory to you all. All the questions below are answered by Elyssia unless otherwise noted and they are left in the order they were asked. I hope you enjoy it, as it turned out rather long!

Read more: http://ow.ly/mugL308PbQC

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Some sprints the team works on only a few very time-intensive features and there isn’t much to report on to you all. Other weeks, many smaller features are implemented with relative ease and I have a great deal to share with you all. However, most sprints fall in the middle and this week is no different.

Read more: http://ow.ly/d5tK308C7EH
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