I got sick of the grey tone and wanted some SciFi vibe. I bought some SciFi frames and gave the GUI a more distinctive look. Blue is now the primary color.
Every dialog got reworked to fit the new theme.
Redesigned Target zonesI received feedback that it is sometimes hard to see …
All weapons got 4 new talents including an ultimate spell that you unlock on maximal level.
Here are some short examples of new spells:
Fire Nova on Staff of Burning SoulsExpanding fire nova that hits all targets up to 450 range and applies Ablaze.
Congregation on Plaguec…Healthbars and Buffs now display on target Nameplates. You can deactivate them in Settings->Interface.
Talent resetYou can now reset your weapon talents. That removes all active talents and resets the experience to zero. Unlocked avatars will stay unlocked.
E…Raiding.Zone is a PvE arena game in Voxel style inspired by World of Warcraft and Warframe.
The gameplay is oriented around the roles Tank, Healer and Damage-Dealer.
You can already try out the demo of Raiding.Zone here: https://play.raiding.zone. (Somehow, Chrome works better than Firefox)
The Steam …
My first contact with World of Warcraft was through a private server. I didn’t have the money for an abo yet and had some friends playing there.
I was fascinated by the idea of my own private WoW server. After weeks of fiddling I finally got it running.
I learned a lot about servers, networks, and es…
There was a lot of activity in the last two weeks. We performed a playtest on 15.06. I gathered a lot of constructive feedback. The primary improvements recognized are the following:
- Need for more suitable run animation
- Better visibility for the selected target
- If the camera collides with a wall and z…
I am developing Raiding.Zone for over 16 months now. For the spell system, I got inspired by World of Warcraft. WoW was my first contact with MMORPG, and it stuck with me. Their spell system feels natural, and I tried to recreate this experience.
RequirementsThere are tons of solid spel…
I got feedback that my avatars don’t feel quite right. So I learned some things about anatomy and face proportions. The new faces have twice the voxel count than the previous ones.
It was a real struggle to simplify the resulting mesh. Initially, each avatar had more than 1 million vertices.
I’ve spent the last two weeks implementing a new GUI concept.
The old design felt confusing and cluttered.
I added more space and hopefully made it more intuitive.
The new interface should conform to the immersion I want to create. The whole game places you in the simulation of a giant corporation na…