No way not dead. We are moving a little slower due to me being in college and having just obtained a job ,but we are still moving. Project will speed back up some time in December though.
Alright, good to know. Its just that generally if you say something will occur in a week, and it doesnt, I would kinda expect a message saying what happened, rather than letting people guess (wrong) XD
Alright, good to know. Its just that generally if you say something will occur in a week, and it doesn't, I would kinda expect a message saying what happened, rather than letting people guess (wrong) XD
yeah that's a bad habit of mine, I'm always overly optimistic about when we can finish stuff, I try to cover my base by saying hopefully but "soon" would probably work better. Reves is correct though we aren't dead. Towards the end of each semester and as the shopping season approaches this makes one of our members unavailable to help on the project because of other important obligations. Regardless the good news is that because we were set back in this one area we charged ahead in the hero development area and should have completed a couple additional heroes by the time we are ready for a close beta.
Updates the rules and mechanics of StormKeep on the main page. These are changes we made a while ago but hadn't posted about. Hopefully it fills in some more details for people. However if you don't want to read here is a summarized version.
Updates to the the commander role: He now only focuses on the enemy board. Too busy trying keep track what was happening on the whole map. so we limited his job to just the enemy arena, however we added new things for him to do so he is still a very intensive role but not overly so. Commander levels have been reduced to just gaining a Skill point every several minutes he can use to learn more abilities. This was done to give a more specific balance to the game so that it didn't become overly lopsided.
Updates to Armageddon: refined the idea of Armageddon into the newly titled Storm Bar and Storm Tower. the goal is a race to who can fill the bar first thus helping them end the game and win.
General Mechanics: Rounds have been done away with, it feels unnecessary to have the game divided into rounds so we changed the game so everything updates after several minutes without interruption. Teams can now revive dead heroes instantly but the cost is brutal, so its better to wait for the natural revive time period.
That's about it for now more to come soon(tm).
If we don't make updates for a long time don't be worried I assure you that we get up every day and work on this map. We have invested massive amount of time and effort into this project and we won't be stopping unless the entire team gets killed in a freak accident.
Okay this is a really exciting post for me. However before the really exiting news first things first I did post a small update on the front post with some new pictures and filled in the last bit of missing core game-play information. We finally finished the last major UI addition and it looks really awesome.
The exciting news is starting this next Monday. Meaning January 30, 2012 at 10:00 AM MST we will officially be starting CLOSED BETA which means anyone wanting to help us with that and get a sneak peek at what this project is going to be like can. Their are only 3 requirements.
1. US Bnet account, sorry for the rest of u guys outside the US but for closed beta we will doing exclusive testing on just US. (Don't fear though when we hit Open Beta we will be going for a Worldwide release)
2. you must send me a PM giving me your Bnet name and character code and/or email link to your bnet account either is fine but I do need those things.
3. Ventrilo, we discussed this long and hard and decided that for best testing results we really need some kind of dialogue back and forth between us and the testers because at it's heart this is a Team vs Team map so quick communication is key.
Thats all you need to participate in the closed beta! The main reason I'm super pumped about announcing this because unlike my usual posts of "we should be done about some generic time" everything is already ready to go but we wanted to let people know ahead of time.
After many months of delays and setbacks we are getting ready to release a public alpha version of StormKeep. We will be updating soon with an exact date, but in the meantime the forums are now up and running so if your interested in playing the Alpha version of StormKeep or just want to keep up with our progress check out our forums in the link below
StormKeep Alpha has gone live as of right now. It's now available on the US server. Check it out and give us some feedback, everyone on our team would appreciate it.
No way not dead. We are moving a little slower due to me being in college and having just obtained a job ,but we are still moving. Project will speed back up some time in December though.
@Reves: Go
Alright, good to know. Its just that generally if you say something will occur in a week, and it doesnt, I would kinda expect a message saying what happened, rather than letting people guess (wrong) XD
Yes, sadly our hope did fall short.. Well go with "Soon" next time.
Be careful, I think Blizzard has "Soon" as a trade-mark.
yeah that's a bad habit of mine, I'm always overly optimistic about when we can finish stuff, I try to cover my base by saying hopefully but "soon" would probably work better. Reves is correct though we aren't dead. Towards the end of each semester and as the shopping season approaches this makes one of our members unavailable to help on the project because of other important obligations. Regardless the good news is that because we were set back in this one area we charged ahead in the hero development area and should have completed a couple additional heroes by the time we are ready for a close beta.
Updated the Hero menu look. Our artist went back and filled in the final layers of the background and re-did the Orbs. Props to BloodLX99.
Oh Good, An update. I cant wait!
Update
01/12/2012
Updates the rules and mechanics of StormKeep on the main page. These are changes we made a while ago but hadn't posted about. Hopefully it fills in some more details for people. However if you don't want to read here is a summarized version.
Updates to the the commander role: He now only focuses on the enemy board. Too busy trying keep track what was happening on the whole map. so we limited his job to just the enemy arena, however we added new things for him to do so he is still a very intensive role but not overly so. Commander levels have been reduced to just gaining a Skill point every several minutes he can use to learn more abilities. This was done to give a more specific balance to the game so that it didn't become overly lopsided.
Updates to Armageddon: refined the idea of Armageddon into the newly titled Storm Bar and Storm Tower. the goal is a race to who can fill the bar first thus helping them end the game and win.
General Mechanics: Rounds have been done away with, it feels unnecessary to have the game divided into rounds so we changed the game so everything updates after several minutes without interruption. Teams can now revive dead heroes instantly but the cost is brutal, so its better to wait for the natural revive time period.
That's about it for now more to come soon(tm).
If we don't make updates for a long time don't be worried I assure you that we get up every day and work on this map. We have invested massive amount of time and effort into this project and we won't be stopping unless the entire team gets killed in a freak accident.
Update
01/25/2012
Okay this is a really exciting post for me. However before the really exiting news first things first I did post a small update on the front post with some new pictures and filled in the last bit of missing core game-play information. We finally finished the last major UI addition and it looks really awesome.
The exciting news is starting this next Monday. Meaning January 30, 2012 at 10:00 AM MST we will officially be starting CLOSED BETA which means anyone wanting to help us with that and get a sneak peek at what this project is going to be like can. Their are only 3 requirements.
1. US Bnet account, sorry for the rest of u guys outside the US but for closed beta we will doing exclusive testing on just US. (Don't fear though when we hit Open Beta we will be going for a Worldwide release)
2. you must send me a PM giving me your Bnet name and character code and/or email link to your bnet account either is fine but I do need those things.
3. Ventrilo, we discussed this long and hard and decided that for best testing results we really need some kind of dialogue back and forth between us and the testers because at it's heart this is a Team vs Team map so quick communication is key.
Thats all you need to participate in the closed beta! The main reason I'm super pumped about announcing this because unlike my usual posts of "we should be done about some generic time" everything is already ready to go but we wanted to let people know ahead of time.
After many months of delays and setbacks we are getting ready to release a public alpha version of StormKeep. We will be updating soon with an exact date, but in the meantime the forums are now up and running so if your interested in playing the Alpha version of StormKeep or just want to keep up with our progress check out our forums in the link below
http:www.ninjacore.net/forum
StormKeep Alpha has gone live as of right now. It's now available on the US server. Check it out and give us some feedback, everyone on our team would appreciate it.