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  • iamacyborg

    contest.thumb.png.5139384e6fe0cf393c563966e3bd9173.png

     

    The very generous folks at Frostkeep have given us another 5 pre-alpha keys to give out to lucky forum members.

    I've had a lot of feedback from community members who are eager to get into the pre-alpha test phase so to keep things fair, we'll be running this on a pure RNG basis, with the contest ending and winners being picked by random number generator on Thursday 27th April at 8pm (UK time).

    Want a chance to win? Simple, all you need to do is register an account on the forums. Already got an account? No problem, you'll automatically be submitted for a chance to win.

     

    Rules

    • Anyone with a forum account, excepting previous forum contest winners will be eligible for entry
    • Anyone caught making multiple accounts will be banned from this and all future contests

    Winners will be notified privately upon completion of the contest via pm on the forums. 

     

    PS: There's another giveaway on the Rend Discord channel, ending at 7pm EST today (25/04/17), please join Discord for details.

    iamacyborg

    We've got some kickarse community members here at Rend Forums, specifically @Yamakasi and @Roque Kazin who've put together some awesome guides for players looking to start getting into Rend (once the pre-alpha opens up a little more of course)

    To start with, we've got an awesome overview of the Character Creation process:

    Not forgetting guides on the Skill System:

    The Mount System:

    And last but by no means least, a guide on how to cut wood, one of the first things you'll want to do upon entering the world of Rend for the first time.

    Any Rend Forum member can access and creates guides in the Guides section of the site, what's more, Guides are built as collaborative articles that anyone can contribute to, simply hit the big gold Edit button on a guide page.

    I've got a ton more features planned to make this the best Rend resource on the net, please let me know if you've got any questions, suggestions or concerns!

    iamacyborg

    Checks your PM's folks, 5 lucky winners have just been sent their alpha keys :)

    For those of you who signed up but didn't win, please stick around, we're working on turning this into the best Rend community website out there, and we'll be sure to have more contests in the future!

    iamacyborg

    The lovely folks at Frostkeep (I'm looking at you @FK_JarNod) have very generously granted us 5 alpha keys for 5 lucky winners. We'll be running a random draw at 9am (UK time) tomorrow morning. That's 9am on 21/04/17.

    So what do you need to do to become one of those lucky winners?

    Well all you need to do is register for a forum account.

    Already got an account? Cool, you're already included in the draw, so you don't need to do anything other than cross your fingers.

    Good luck!

    iamacyborg

    Some lucky members of the community had their dreams come true earlier today with an invite to the alpha test from the folks at Frostkeep.

    If you're one of the lucky ones, why not start sharing your impressions in the dedicated Alpha Testing subforum?

    Not one of the lucky ones? Make sure you're signed up with an account here, we might have a surprise for you ;)

     

    iamacyborg

    The most excellent @FK_JarNod just posted a new blog post over on the Frostkeep website, you should go check it out.

    In case you're feeling lazy, you can also read it below, but definitely go check it out on their site too!

    Quote

    Well, finalizing that content schedule took longer than we expected, but now that we have, expect more consistent updates leading to early access launch and beyond! For this specific post, to make sure that we start off on the right foot again, I’m going to look at Rend from a high level, as well as answer a few questions I’ve seen pop up on social media and other places.

    So, let’s talk about Rend. How did we come up with this game for our first game as a new studio? Well, we wanted to make a game we were all excited about, and since we had all been playing survival games before we started the company, it seemed like a logical step. Similar to how Mat, Jeremy, and Solomon approached the MMO genre back when they were helping create World of Warcraft, we took a hard look at why survival games were so much fun, and where they lost their luster. Here’s a few things that we found:

    1. Survival games promise a great war. Everyone builds their base after starting from nothing, and slowly increase in power until they can knock off a neighbor (whether by alliance or destruction) until they’re the biggest baddest tribe on the server. Unfortunately, what ends up happening is you and a couple of buddies build up a base, make sure it’s fortified, and log off for the night. At 4:00 in the morning, another tribe logs in, sees your undefended base, and proceeds to break it open and take all your hard earned loot. When we raided other tribes like that, we left unsatisfied. When we got raided like that, we didn’t feel like starting the grind all over again. We all tasted that tantalizing battle, but only experienced it very rarely. We knew we had to design to provide that war to the player.
    2. The only way to prevent your base from being destroyed while you are offline is to join the biggest baddest guild on the server. No one would dare raid your base now! Well that’s true, instead everyone that isn’t in the biggest baddest guild ends up leaving the server causing you to be stuck there with no one to fight. We knew we had to design balance into the game.

       

      Green-Base-1024x576.jpg

      An example base made by some of our friends and family testers

    To solve the second one first, we decided to have the player choose a faction when they create a character on a server for the first time. By only allowing a maximum number of players (currently 20, but will be a server setting) per faction online at a time, we could guarantee that the factions would be equal. When you login, you’ll be joining your faction’s community immediately. You’re not trying to survive alone with no guidance. You’re trying to survive with and for each other.

    But we still hadn’t solved the first discovery. While we were trying to solve that, we played a great game called Kingdom: New Lands (or Kingdom: Classic). In it, you play as a princess who must collect resources to grow her kingdom to survive demon hordes. The idea was perfect for a faction survival game like ours. Every week at a set time (or more often depending on the server), monsters could attack the base that the faction had created. Well, why didn’t we just use that for attacking players too? And thus our idea for the Reckoning was born. The Reckoning is a set time where every faction’s protected shields drop and waves of lost ones attack each base attempting to destroy the Divinity Stone, i.e. the source of the faction’s power. The waves will only last a percentage of the total length of the Reckoning. Your shields will stay down after the Lost Ones are driven back, and what you do with your time during that is up to you. Everyone’s base is unprotected, which means the great war is possible and is happening.

    With those three core game designs (survival, factions, The Reckoning), we were excited about building a game around them. Suddenly possibilities for expanding the game came flooding into the office from all of us. “Why don’t we add a skill system? You know, like Ultima Online!” So, we built a skill system. Every task that a player does will help them get better at said tasks. So if you enjoy mining, you’ll get better at mining. If you enjoy PvP, you’ll get better at PvP. If you like deep dives, you’ll get better at … I’m being told that I’m spending too much time on a system we’ll have a blogpost for later. I just wanted to give you all a taste on our process and how Rend came about.

    On a final note, I want to discuss a little bit about why we decided to launch in early access. Ultimately, it was because we wanted the community and the players to have a say in what Rend will be. We built this company so that the best idea wins out, and that means it doesn’t matter where it comes from. We’ve already gotten suggestions for new systems from the Rend fan discord and on the Rend fan forums. We’ve even already implemented systems that answer those suggestions! As the saying goes, thousands of heads are better than five. So come join us in this wild adventure. It’ll be fantastic.

     

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    • (*Editor’s Note* When Mat and Jordan went to XPO festival, one of the things that people seemed to enjoy most was a little behind the scenes look at how our art assets are made. We asked James to write a few words with some explanations on how he does his work at Frostkeep Studios. If you have any further questions about this, please reach out to us on Twitter, Facebook, and even the Discord.) When working on Rend, textures and assets are produced employing a variety of methods, from hand painted to procedurally generated textures, using Photoshop, Zbrush and the Allegorithmic Substance suite. A node graph for a procedurally generated texture from Substance Designer. At Frostkeep Studios, we focus on aspects of the game that will have the biggest impact on the quality of the player’s experience. Instead of spending copious amounts of time creating textures for assets that players breeze by when playing, we utilize texture sheets containing common materials generally needed to make most common props in the world. A procedurally generated and hand-painted asset side by side. When we are looking to create a set of base building assets, the first thing we do is gather reference and create a new texture atlas to use on new building pieces. The texture consists of the common materials from the tier of the structures we are working on. A simple texture used for base building assets. Once we have a texture to work with, we get creative and try to come up with as many assets as we can with this texture sheet we’ve created. The 3D Studio max base-building geometry library, all utilizing the texture pictured above. Unreal shader node integrating vertex color into the texture sample. Using secondary textures and vertex coloring we can create variety in the assets through carved runes and color variations. All meshes are composed of vertices that contain an RGBA value that can be used to influence the appearance of the mesh in a variety of ways, such as tinting the color of a texture.       The same asset with and without vertex coloring. Once the meshes have been created, they just have to be hooked up into the data tables, which is a lot easier now that Ron has organized them neatly for us.  From there things like names, health, crafting costs, icons and other values are defined, and then the asset is implemented! A sneak peak into one of our many datatables. So there you have it. A quick peak into one of the many ways that we create art at Frostkeep Studios! read the original article
    • RU: https://vk.com/frostkeep?w=page-142823387_53251841
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