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TIGSource ForumsCommunityDevLogsGrimoire: Manastorm - Indie multiplayer wizard FPS (Steam Early Access)
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Brent
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« Reply #60 on: April 22, 2015, 04:24:51 PM »

Steam Free Weekend and Sale!

We are happy to announce that starting tomorrow April 23rd at 10:00 AM PDT and until Sunday at 1:00 PM PDT Grimoire will be completely Free to try for all users on Steam! During this time and for 4 days after the game will also be deeply discounted at 50% off for a single copy and 25% off for the 4-pack.

Along with this Free weekend we also have a major update to the game which includes a new map, new HUD, many new sound effects, new spell effects, and various bug fixes (Patch notes coming soon). If you haven’t tried Grimoire yet or just haven’t played in a few weeks now is a great time to get ingame! We will be playing alongside you all throughout the weekend and look forward to seeing what everyone thinks of the new changes. As always a huge thanks to our awesome community for their amazing patience and support!



Official servers are provided  by our friends over at Vilayer and we would highly recommend them for any hosting solutions big or small. For any press related inquiries please visit our presskit and/or email us.
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« Reply #61 on: May 14, 2015, 05:35:52 PM »

DevBlog #25: Changes to Conquest!

Greetings all! This week I’d like to shed a little light on what we have been working on and a few of our current plans for the game’s future. We have spent a lot of time going over the feedback from the free weekend and with this new information are even more confident in the “game” plan (haha!). As the level designer, this blog will be mostly focused on that side of things, but don’t worry because more information on the rest of the game’s future will be coming out over the following weeks.

One thing we heard quite a bit was that each round of Conquest took too long. With the performance problems on some maps and just the nature of some being better/more popular than others (and the fact that we now have 5 maps) it makes sense to increase the pace of the game by shortening the time to victory. We are still working on the exact values but what this essentially means is that holding control points will be more valuable and map changes will happen quicker. In addition to this game pacing change we will be experimenting with the middle points on each map requiring 2+ players to capture.

In addition to pure game mode feedback we also gathered feedback about the maps themselves and with that I have a few changes coming soon. These changes include a reduction in the overall number of paths, reducing the size of some maps, and various performance tweaks (Especially on Slums). The reduction in total number of paths will be seen on almost every map and the main intention here is to focus combat more effectively, reduce the amount of non-visible flanking, and make it easier for newer players to navigate. The map size changes are fairly self explanatory but one of the main reasons is due to the nature of our small community. Smaller maps means less total players required to play it and will also hopefully encourage more teamwork rather than huge chaotic spell spamming battles. The ideal total player counts on each map will now be 10-14.

These are by far the least exciting of the changes we have coming over the next months. These future changes may include (but are not limited to) map specific events, new character models, improved bots, countless bug fixes, additions to the dev team, a tutorial, more sound effects, updated spell effects (Nature is up next), music, improved environment art, and many many more. A detailed Development Roadmap will be coming out once we decide on the best order for these changes. As always I’d like to thank our awesome community for all their help and for giving us the motivation to make this game great.

-Brent
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« Reply #62 on: May 21, 2015, 09:08:47 PM »

Grimoire: Manastorm Early Access Roadmap (Part 1 of 2)



Table of Contents
-A Change in Destination
-One Mode to Rule Them All
-Keeping it Classy
-Stats, Achievements, and Progression
-Rune System
-Articles of Conflagration
-Tightening up the Graphics on Level 3
-Deliver Less Content


A Change in Destination
To understand where we’re going it will help to understand where we’ve been. For the last year Grimoire: Manastorm has been developed by a very small team. The game is, and has always been, ambitious. We set out to create a multiplayer experience on par with triple AAA games with the budget of a tiny indie studio. We’ve always planned to use money earned by Early Access to add features to the game, and we’re doing that now. However, therein lies the rub. Even with sinking every penny back into development we don’t have the resources to build the game we originally set out to create. That means cutting quantity or cutting quality. We have decided to cut quantity.

Every aspect of Grimoire is being iterated, improved, and polished. We are tabling our other ambitions in order to make the best game we can with the resources we have.This roadmap is the new direction for Grimoire. We’re excited about it, and we think you will be too.

One Mode to Rule Them All
A single, primary multiplayer mode for Grimoire allows us to keep the community united and raise the quality bar; Conquest is that mode…

And it’s getting a major overhaul. Check out DevBlog #25 for details on the general gameplay changes that are being made. In addition, we’re creating a new map event system that gives each map unique mechanics. For example: on Temple we are adding destructible obelisks that, when destroyed, unleash a swarm of AI enemies and reset ownership of the middle point back to neutral. There is more to it than that, but due to the iterative nature of this new system it’s better to just let you play it and give feedback. The goal of each map system is to create a unique and distinct feel for each map.


(unfinished concept for map currently known as Market)

Conquest won’t just be as simple as five points with some variation in terrain and art- Conquest will be a series of scenarios that play to different strengths for each class as well as add a bit of unpredictability. None of these mechanics will detract from a skilled player’s ability to excel, but they will offer players of all skill levels opportunities to make tactical decisions that affect the map as a whole.

In addition to the Conquest changes FFA will be getting some attention in the form of power-ups. We want this mode available to anyone wanting to learn the classes in a fast-paced high-action environment, and we hope power-ups will spice up this mode enough to make it a good introduction to Grimoire PvP.


Keeping it Classy
At release Grimoire: Manastorm will feature 6 playable classes. They are Ice, Fire, Lightning, Earth, Life (Nature), and Nether. We have extensive designs for additional classes, but if added to the game, they will likely be DLC.

The decision to reduce the number of launch classes from six to ten was an easy one. It would be fun to say we agonized over it and had to make a tough call but we didn’t, and it wasn’t. We can give our six existing classes new character models, new animations, as well as deep spell customization at the cost of doing fewer classes for launch– it was an obvious choice.

So what’s in store for our existing classes? For starters Nether is getting a new passive, Earth is getting a new Utility (Q is default bind) spell, Nature is getting the ability to spawn health-pickups, and every class will be receiving balance changes and bug fixes. Further along in the roadmap the Rune system will detail how you can customize every spell to your liking. We’re ready to start polishing each Wizard until their aesthetic and gameplay roles shine.

Stats, Achievements, and Progression
We’re fully integrated with the steam platform, and that means stat tracking, achievements, and a brand new progression system are all on the way. For Grimoire: Manastorm stats and achievements are the foundation of a progression system that will allow you to level up each class. As a class gains levels rewards will be unlocked. While some of these rewards will be cosmetic, others will affect gameplay. However, we believe it is crucial to maintain an even playing field so high level players will not be simply ‘more powerful’ than new players.

Stats are going to be as extensive as we can make them. We want you to know everything from how much damage you’ve dealt with fireballs to what the most people you’ve ever killed with a meteor storm is. Stats aren’t just going to be your win and loss ratios, they are going to be a detailed look at the spells you are most effective with and where you have the most room for improvement.

Achievements build on the foundation laid by stats and will offer a variety class-specific accomplishments. Earning achievements for each class isn’t just for bragging rights- they are essentially mini-quests scattered throughout the game that will level you up!

The progression that builds off stats and achievements will add cosmetic flare for you to show to friends, but more importantly it will offer you more choices with Grimoire’s Rune System. More on that in Part 2 of our roadmap.
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« Reply #63 on: May 29, 2015, 01:32:13 PM »

Grimoire: Manastorm Early Access Roadmap (Part 2 of 2)

Rune System
Sooner or later every gamer wants to customize something. Whether it’s changing your costume in Street Fighter or building a world in Minecraft there is something wonderful about setting things up just the way you like them. For Grimoire: Manastorm, the rune system is your creative tool. Each and every spell (including passives) will have unique customization options that enable you to create custom class builds. There are a few key design values driving the Rune System:

  • Runes are a meaningful change, not an upgrade.
  • Runes push classes into new roles (i.e. support) or specialize them into existing roles.
  • Runed spells are different yet familiar.

The first value is simple; we don’t want runes to give veteran players a significant advantage over new players. The changes are meaningful because they are more than +5 damage or +1% projectile speed and runes will be “lateral progression” rather than a straight bonus in power as you level up.

The second value focuses on the variety we want to achieve with runes. For example, the Ice wizard is specialized in rushing down enemies at close range. A Rune could change the Ice ultimate to something you can target and leave at a location (rather than something that follows you around). Another Rune might lower the damage and increase the number of projectiles Ice Spikes (Ice right-click) creates. Combined, these spells would allow an Ice Wizard to easily hamper any attackers moving through an area- effectively shifting Ice’s role from aggressive close-range to area control and harassment. You can also mix and match runes from different styles to make your own custom kit.

The final value may seem odd, but it is critical. If runes change spells too drastically they won’t be recognizable from their original form. This creates a problem known as “burden of knowledge”; which forces new players to learn every variation of every spell in order to play effectively/intelligently against them. If you look at the examples given for Ice, you’ll notice those spells aren’t being drastically changed- they’re simply being applied in a different way.

In a nutshell, the Rune System is a way to reward veteran players with more styles of play, rather than more power.

Articles of Conflagration
‘The heck?’ you say. Well, it would have been dull to say “Art and Sound” so a bit of wordplay later and… Aww, forget it. The point is: we are putting a lot of work into making things go boom. Tons of new spell effects have been pouring into the game week after week but they are far from the only art being added. We’ve got new stuff to blow up (environment art) planned for four of our five Conquest maps, and both FFA maps. Along with the environment art the conquest maps are getting special map-specific weather effects and NPCs. We expect the maps, aside from general layout, will be nearly unrecognizable from their current look three to four months from now.  

On the player side of things every wizard is getting shiny new animations.  Each wizard will have unique spell casting animations that better represent their element (think Avatar... not the blue people one). And what would new animations be without awesome new character models to go with them? Not nearly as cool as the new models that are currently in production. Soon your in-game character will look like the one you choose in the class selection menu (shocking!). Even better, our Nature wizard is being roughed out right now:

(WIP Screencap)

Beyond art, many new sounds are on the way. New spellcasting and explosion SFX are being made for most of the spells, and new ambient effects are coming for the maps. Perhaps most exciting are the voices planned for each of our six wizards, but more on that in a future blog post. Finally, most menus have been updated in the last couple months and you can expect to see the final menu updates arriving by the end of June.      

Tightening Up The Graphics on Level 3
After months of rigorous training with Mr. Miyagi our wax on-wax off skills are ready to be applied in a frenzy of polishing. Grimoire is getting ragdoll and element-specific death animations, lighting effects on explosions, stereo sound for first person spell casting, better menu animations, a death recap screen, tons of decals and texture painting, and a host of other polish-related things too numerous to mention. Our polish kung-fu is strong, check out this crane stance:

Deliver Less Content
The acronym DLC has become a curse, an epitaph, a really crappy thing developers do to gamers. It often means “Deliver Less Content”, where content that should have been in the base game is taken out and turned into paid DLC. That isn’t happening to Grimoire: Manastorm, but something that looks similar on surface might be.

Throughout development we’ve tracked populations on Indie multiplayer games and the verdict is in: its hard to build multiplayer communities. Really hard. In combatting that difficulty one option stands out: free-to-play. It’s not a silver bullet, but if you have a good game you’re going to get players, and if you have a good game that is free: you’re going to get a lot of players. We want to give Grimoire: Manastorm a chance to build a thriving community and that means making it accessible to the greatest number of people possible.

This is our plan: make two classes free to play and switch the rest to a DLC/Content purchase model. But don’t be alarmed, everyone who buys Grimoire in Early Access will get this DLC for free- even the content we make later on. You guys, our Early Access players, are responsible for helping us create this game and we have no intention of ‘milking’ you for DLC dollars. On the contrary, we believe that a free-to-play model will help provide fans of Grimoire with people to play against for years to come.  

However, this is only a plan. We have not yet taken major steps to achieve this aside from making it a programming consideration so that adding the system isn’t a huge headache later on. Because this is such a major shift we wanted to hear from the community. What do you think about Grimoire: Manastorm as F2P game?

We hope you enjoyed getting a peek at what’s in store for Grimoire, and we’ll see you in the playtests!
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« Reply #64 on: June 04, 2015, 05:51:01 PM »

Devblog #26: Sound Design - Part II

Hey everybody!  There are going to be some big changes coming up for the sound in Grimoire: Manastorm. For a while we had a very simple system setup in regards to sound as the game was still in pretty early development. However, we have now begun to implement new audio systems into the game to increase immersion.

The Weight of Spells


As many of you have probably noticed, the spells don’t feel quite as impactful as you might expect. This is one thing we are primarily looking to fix in regards to the audio in the game. If a weapon feels “weak” then it is almost always due to the sound attached. The sound gives weight. The sound gives the art life. Many of the sounds in Grimoire: Manastorm over the course of the past year have been temporary just to have something in game for the sake of testing. The other side of this is just that we hadn’t figured out what we were going to do yet to give that sense of weight to spells. We are removing the temporary high pitched ping noise (aka the dreaded fax machine sound) that signifies when you have successfully hit a player and will be replacing it with sounds much more complimentary to the game. The type of hit register sound/impact will usually be adjusted depending on the type of spell you are using. Stereo sound will also be added (finally!) for spells while in first person mode.

Voice Command System

First off, I think I can say with confidence that most of the team has always enjoyed voice commands in multiplayer games. It adds a lot of player interactivity (and can be freaking hilarious) which is always a good thing.

We will be taking the approach of having a single voice actor per class. Each class will have a wide range of options they can choose from after accessing a voice menu. For now we have chosen to separate the menu into general voice commands (Yes, No, Taunt, Laugh, etc) and tactical voice commands (Follow Me, Hold This Position, etc). Which commands are available will be subject to change in the future after a good amount of testing. Once the dialogue system is in place I will begin recording my own temp voicings for each class. Hopefully for all of our sakes the temp dialogue does not make it into a live early access build Tongue.


Thanks for taking the time to read our devblogs. In Sound Design - Part III, you will get to listen to samples of many of the things I have spoken about in the first two blogs. Look for it sometime in July.

-Daniel
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Brent
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« Reply #65 on: June 10, 2015, 06:08:19 PM »

Devblog #27: General update - Floating damage numbers, new scoreboard, and more!

Greetings all! Another week and another Devblog. This week will just be a general update about what we have been working on. First up: Kyle has been working like a mad man to implement floating damage numbers and a brand new scoreboard. As you can see in the picture below, every time you hit an enemy you will now be able to see exactly how much damage you did.



In addition to this Kyle has also worked with Justin to add a brand new scoreboard. Instead of just a general score and death you will now be able to see a wide variety of stats, other players classes, and other useful info.



And since Kyle is basically a robot he has also added a mechanic we think will make combat more interesting and balanced. With only a few exceptions class spells will now have a range of damage instead of a set value. For example, Fireball now does between 30 and 40 damage for a direct hit.
The rest of the team hasn’t been sleeping while Kyle went into programming overdrive. Justin has been working on finishing up the new spell effects which can now be seen in every class! In addition to this he has also been working on concept art for our new environment art set which will be created by our newest team member: Kieran Dubrey. We are very happy to welcome him to the team and are looking forward to being able to finally replace some more of our placeholder environment art!



Last but not least, Daniel is working on hit sounds and a new trailer, Saishy is implementing the new progression system, and I (Brent) have been working on a ingame tutorial. More details to come about all of this over the next few weeks.
We are all very excited about the direction Grimoire is headed and we hope you are as well. If you missed it we recently released a Early Access Roadmap where we go over our plans for finishing up and releasing the game. See you next week!
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« Reply #66 on: June 10, 2015, 06:13:34 PM »

Words cannot describe how those screeshots, concepts look.
One tiny criticism if I may, the logo is somehow "weaker" if compared to the rest of the game.
Other than that...pure awesomeness Smiley
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Brent
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« Reply #67 on: June 10, 2015, 06:16:58 PM »

Words cannot describe how those screeshots, concepts look.
One tiny criticism if I may, the logo is somehow "weaker" if compared to the rest of the game.
Other than that...pure awesomeness Smiley

Haha thank you for the kind words :D

Is this the logo you are talking about?



Or did you mean just the words themselves?

Thanks for the feedback!
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« Reply #68 on: June 10, 2015, 06:28:50 PM »

The font.
I asked a friend to read and he had a hard time, just as I did when I read the first time.
Maybe is a bit to late to do anything about it, but it's just a detail, as I said...your game will kick some major ass :D
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« Reply #69 on: June 19, 2015, 12:57:28 PM »

Devblog #28: New trailer!

https://www.youtube.com/embed/racRzkrh7Ec

We have a very exciting promotion coming up early next week and have updated our trailer and screenshots to more accurately reflect Grimoire’s current state. We have come a long way in the four months since our Early Access release and we are excited to show it off!

In addition to this we have been working hard on implementing the remaining features that we talked about in our Early Access Roadmap. If you haven’t played the game in awhile we have some new changes you may be interested in: Floating damage numbers, damage ranges on most spells, updated spell effects, wave spawning in Conquest, a new scoreboard, and stats. For more details check out the patch notes from last week.

There are still so many great things coming including trading cards (more about this soon), an ingame tutorial, progression systems, achievements, UI improvements, map specific events and polish, graphic upgrades, improved sound effects, and so much more. A huge thanks to everyone for their support, especially your kind words, they are very much appreciated!
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« Reply #70 on: June 19, 2015, 03:51:25 PM »

looks cool
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« Reply #71 on: June 24, 2015, 05:24:39 PM »

We are very excited to announce that starting today we will be giving away 200k keys in a promotion with PCGamer and Bundlestars.

You can get your free key here: http://www.pcgamer.com/get-a-free-key-for-grimoire-manastorm-with-bundle-stars/

We hope that you enjoy the game! As always we would love to hear any feedback and/or bug reports on our forums.

Looking for a guide/tutorial? http://steamcommunity.com//sharedfiles/filedetails/?id=360126157

Interested in our future plans for the game? Check out our Early Access roadmap here: http://omniconnection.net/grimoire/?page_id=974
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« Reply #72 on: August 24, 2015, 06:41:35 AM »

Devblog #32: Tutorial, 25% off sale, and PCGamer (UK) magazine giveaway!

We have some exciting stuff happening this week: Starting at 10 AM PST the game will be on sale for 25% off! We are also excited to announce that we are working with PCGamer and BundleStars to give out free copies of the game in each print edition of this month’s PCGamer (UK)!



In addition to this I am very happy to announce that this weekend we released an update which includes a ingame tutorial (Found on the play menu), a new FFA map (Currently in blockout stage), a large amount of new SFX, and various bug fixes.



The ingame tutorial has been a long time coming but we now have a great way for new players to learn the basics of the game! If you haven’t checked it out yet there has never been a better time to jump in and start throwing around some fireballs. Since this is a new feature please let us know if you come across any bugs and we will get them fixed asap!


The tutorial has three basic categories: Movement, Combat, and Game modes. For now the only class available is Fire but we may expand it to others in the future. The movement section goes over all the basics you find in all multiplayer FPS games: Running, Jumping, etc. then it gets into the Grimoire specific movement mechanics that we think make the game so much fun: Movement spells (Teleport) and Manashift. After that you will get into the basics of combat (4 active spells and one passive) and then into the basics of our main game mode: Conquest!

We really hope you all enjoy it and hope that you keep checking back since we have a lot of other great stuff in the works!

-Brent
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« Reply #73 on: August 24, 2015, 09:38:29 AM »

How have i not heard about this before oO i love it! added it to my wishlist and will check it out later on. The idea of a wizard FPS is brilliant :D
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« Reply #74 on: October 29, 2015, 07:22:49 AM »

Devblog #35: Steam Free Weekend, Major update, and sale!

Didn’t get into the Overwatch beta? No problem, we’ve got you covered: Starting today (Oct 29) at 10 AM PST Grimoire will be free to try on Steam! For those not familiar: Grimoire is a fast paced skill based class shooter with magical multiplayer tactical combat. We have taken inspiration from our favorite games and created an excited new take on the shooter genre. Incinerate your enemies with fire, freeze them with ice, teleport above or behind them, block their spells with powerful shields or simply smash them to pieces with gigantic boulders! Grimoire will also be on sale all weekend for 25% off so if you like the game please consider supporting its development by purchasing a copy (or four).



This week’s update is a big one and new features include a new FFA map set in ancient ruins, an art upgrade to our Slums environment set, tons of new sound effects, six new character models, directional damage indicators, and Steam trading cards! While Grimoire is still in development this update represents a major step towards finishing the game and we would like to thank our awesome community for their support and patience. Especially all of you that participate in our weekly Dev playtests. Thank you!

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« Reply #75 on: October 29, 2015, 08:17:44 PM »

This reminds me of the old half-life 1 mod

. And I love. Really dig the concept devlogs too!
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« Reply #76 on: November 28, 2015, 05:01:40 PM »

Devblog #36: Autumn Sale and Map Updates.

From now until Dec 1st Grimoire will be 25% off as part of Steam’s Autumn sale! Patch v0.9.5.4 introduced a brand new FFA map called Sanctuary and next week there will be another patch updating the environment art on Conquest Temple. These map updates represent a big step as we replace the game’s placeholder art. Along with the new patch you will also notice a few maps temporarily disappear from the rotation as we update their art as well. Interested in checking out Grimoire but don’t have the spare cash? Follow us on twitter for a weekly key giveaway each Saturday to a few lucky followers!


Sanctuary is a new FFA map that has been influenced by one of the greatest Unreal Tournament maps of all time DM-Deck! Building on a basic layout I have made significant changes and adapted it to work better with Grimoire’s spells and game mechanics. This map introduces the first use of Teleporters in FFA and also builds on the health pot system found in FFA_Ruins.



A few weeks ago we introduced you to a new look for the Conquest map Slums using final art assets. This week’s patch will follow that path by bringing updated art to Conquest Temple! While there are still some areas that will see future work (Mostly the actual Temple building itself) this represents a big step in not just the map’s art but also in some much needed layout changes. These changes will help to balance some of the more overpowered areas of the map and should help especially with some excessive flanking.

In addition to work on the game’s maps we are also making great progress with on-hit decals for combat spells, bug fixing, sound effects, character model clothing animations, and tweaks to spell balance. As always please let us know how you like the new changes and of course bug reports are always welcome.

-Brent
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« Reply #77 on: January 12, 2016, 05:59:43 PM »

Devblog #37: Thanks for your support and a new look for Quarry!

As the new year begins we would like to thank all of you for the positive feedback and support. Thank you so much for being with us through 2015 it means a lot to us! We have some very exciting things planned for this year along with the final release of the game.

To kick off the new year we have released v0.9.7.0 which includes a whole new look for both Conquest and FFA Quarry. It is a great feeling to finally replace another batch of placeholder art! Along with the art changes I have also made significant changes to Quarry’s layout and pacing. Fighting around the middle point should now be much more interesting with a variety of verticality, cover, and paths. As always I would like to encourage everyone to send their feedback both positive and negative!






In addition to the map changes we are also working on fixing bugs, finishing the spell customization system, and another major feature. I’ll have another DevBlog with details on all of this as soon as possible. Thanks again to all of you who submitted bug reports, suggestions, and other feedback. With your continued support 2016 will be a great year for Grimoire!
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« Reply #78 on: January 22, 2016, 06:08:56 PM »

Devblog #38: Free-to-Play is coming to Grimoire.

This year will see some big changes for Grimoire. The biggest will be a transition from Pay-to-Play to Free-to-Play. Throughout development we have faced many challenges but there has always been one major problem: Not enough people playing. We have tried multiple ways to fix this but have not been successful. Now it is time for a more drastic approach.

First off I want to make it clear: All current owners of the game will be granted the “Ultimate pack”. This will give access to all current classes as well as any future classes that are added to the game. We are also working on creating some special bonuses as a reward for being an early supporter.

Here is how Grimoire’s Free-To-Play will work: All of the game’s features including game modes, maps, etc will be available for free to all Steam users. The paid content will be the game’s classes.
All free users will start with access to the Fire class and then be able to access the rest of the classes in three ways.
     1)Playing the game and earning “Arcane” points which can then used to unlock classes.
     2)By purchasing individual classes through Steam.
     3)“Ultimate Pack” bundle which will include all current classes as well as any future classes also purchasable through Steam.
Note: All current owners of the game will automatically be granted the “Ultimate Pack” once the F2P transition happens.

This is not a decision that has been made lightly. There are many reasons, but the transition to Free-to-Play is primarily so that you will have people to play against. Without this change there is simply no guarantee that we will ever reach the critical mass of players required to have full servers.

I have left out details like pricing because I would like to get community feedback and input before finalizing anything so please let me know what you think in this blog’s comments, email, or Steam message. I will answer all the questions that I can and address any concerns.

-Brent
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« Reply #79 on: February 10, 2016, 04:32:55 PM »

DevBlog #39: Progression spells, Arcane points, and 50% off sale.

Greetings all! This week’s DevBlog is focused on the upcoming new spells and Arcane points system that will be released with the Free-to-Play update. I would also like to point out that Grimoire is 50% off as a part of the Lunar New Year sale. If you want to support development please consider purchasing a copy for yourself or maybe gift a copy to a friend!

http://store.steampowered.com/app/335430/

Grimoire’s Free-to-Play system will mostly be based around the game’s six classes. Owners of the game at the time of the transition will be automatically granted all of the game’s classes. Free users will receive one class and then can purchase more through the Steam store or by using Arcane points. As a part of this new F2P system players will be able to earn Arcane points.. These points are an ingame currency and are gained by playing the game. Their primary use will be to purchase classes and spells.



We have been working on the spell progression system for a long time and we are very excited to finally give out some more details. Here is how it will work: Each class starts off with the current four Active spells and one passive spell. As you play the game you will earn Arcane points which can then be used to unlock one of eight new active spells per class (48 total). These new spells are designed so that players can further customize each class to their preferred play style and role. Want to change Lightning into a short range burst DPS class? You can do it! Find Fire boring as an area damage class? You can change it to a single-target direct damage focus! With the new spells you can mix and match to create entirely new combinations or multi-role classes.
 
The four active spells for each class usually follow this basic pattern:
Spell(1) (left click) is short ranged but high damage.
Spell(2) (right click) is your general use spell and can often be charged.
Spell(3) (Q) is a more unique/advanced/class-specific spell and can often be re-triggered.
Spell(4) (E) is your “ultimate” spell and usually has a long cooldown.

The new progression spells will also generally follow this same pattern and so each class will gain two new Spell(1)’s, two new Spell(2)’s, etc. You will also find that some new spells are similar to the original starting spell but with a different purpose in mind. We have designed them to fit a variety of sub-classes and roles but we are also extremely excited to see what you all come up with!



As we get closer to the F2P/Progression patch we will be releasing even more details about specifics of the new spells. I hope that this has at least provided an interesting peek at our plans and the future of the game. Please let us know what you think in the comments and don’t forget the game is on sale for the next 48 hours!

-Brent
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