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Eternium - Unity Development Update #3

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  • Swamp Donkey
    commented on 's reply
    Oh god, please not pure random, have you seen how painful BoM crafting is.

  • Jose Sarmento
    commented on 's reply
    I completely disagree. Luck does NOT beat skill in this game, and when you get UNlucky it just sucks, as there is no reward for the effort invested. The current GFEM is fine, if anything it could be more "fixed" (I had once suggested one could simply directly craft higher level gear, at a corresponding higher mats and gold cost, with one 77 piece costing about 64x what a level 71 does)

  • candypebbles123
    replied
    If it isn’t broke then don’t fix it.
    used to play Arcane Legends but it’s fiddly with the on screen joystick.
    Last edited by candypebbles123; 09-19-2023, 03:17 AM.

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  • John Welch | CEO
    commented on 's reply
    Hello, Danilo. We really want to "complete" the story in Eternium as well, including a Ragadam battle! I spent an hour chatting with Adrian and Marius today about this and related topics. Stay tuned.

  • Service Cage
    replied
    Hello John Welch, my name is Danilo and I'm from Brazil, I would first like to congratulate you and your entire team on the Eternium game. I read all your answers and I understood the idea of the new one, but I would like to make a request (I believe that my request will please other players), would it be possible to create act V? I would really like to face Ragadam with my character (which I spent many days preparing for this fight), thank you.#createactV

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  • John Welch | CEO
    commented on 's reply
    We (the entire team) spent a few hours talking about this today. We are that much more motivated to get some improvements and new content into the live version of Eternium. Unity is no longer looking like the "next decade" solution we were hoping for. Still, we have a lot of work into the next Eternium title built on Unity, so we aren't going to just drop that. We are, however, exploring what might come next. It could be that Eternium goes from Marmalade to Unity to Unreal. Or maybe to Godot, as I expect that community to get a massive influx of developers including those who can contribute to its evolution. Unity's arbitrary and retroactive pricing gouge is very likely to kill them. Who would start a new project in Unity today?

  • LodWig
    commented on 's reply
    More relevant links:
    What are the options for game developers looking to migrate away from Unity?





    The backlash is real

  • LodWig
    commented on 's reply
    I also expect some form of back off. The backlash seems huge. Another link: https://arstechnica.com/gaming/2023/...ing-structure/

  • John Welch | CEO
    commented on 's reply
    It is definitely not good news, and we are having some fun discussions about what to do with it! I'll circle back on this in a few days. (I expect Unity will back off considerably, and if they do not it could be catastrophic for them.)

  • John Welch | CEO
    commented on 's reply
    These are excellent points. I can't give definitive answers, but I can offer a few reactions. I won't speak for Adrian or the context under which he may have spoken in the past, but I have good reason to suspect that he likes gamepads plenty now. It is certainly a greater challenge to create a game that can be played with different control schemes and on different platforms, but it is not impossible. The question is what are the tradeoffs and are they worth it to have an fair, effective cross-platform title, which offers huge value for players who care about that. One area full of interesting possibilities is how skills and abilities chain and combine. This offers a large palate for creativity without requiring as much precision as separate, sequential targeting actions.

  • John Welch | CEO
    commented on 's reply
    So... you would rather trade your guarantee to have greater scarcity? I don't disagree, just curious for players' perspectives on this. How do others feel?

  • LodWig
    replied
    Is this bad news?
    The enshittification of the popular game engine got much worse today, with some developers saying they are already looking at open source alternatives.


    Edit: Here is the announcement from Unity:
    In January 2024, Unity will introduce a new Unity Runtime Fee based on game installs. Prior to this, Unity subscription plans will add cloud-based asset storage, Unity DevOps tools, and AI at runtime at no additional cost.

    Maybe Eternium is under the thresholds for revenue and installs?
    Last edited by LodWig; 09-13-2023, 06:15 PM.

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  • CannibaL
    replied
    Originally posted by John Welch | CEO View Post
    ​This is a detail we haven't specifically talked about changing (that I am aware of - I am not in all design conversations). That said, I am curious why you prefer pure random over helping a player than has been 'starved'?
    Because when I play ANB, I know for sure that if I make 128 crafts, I will definitely get 2 lvl 77 items. And in the top, everyone is dressed approximately the same. There is no moment of luck) like in real life)

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  • Arin
    replied
    Thank John for sharing developing process and all the answers on discord and forum post. Game pad might be a good future option, but at least Adrian didn't like game pad as far as I know, and I can partly understand why.

    Besides the drawing sign system, I think the biggest merits of touching mobs or area directly for attacking or moving, with finger or mouse, is fast subtle control. Warriors (and maybe other classes as well), for example, need to do fast single-mob targeting (sometimes very quickly like changing single targeting 2~3 times a second among bunch of mob groups). Or warriors need to stun other mobs in other area with minion's charge while attacking a specific chosen mob with main toon casting other ability, sometimes not to the mob but on the different third spot at the same time (shockwave, for example). Sometimes this is quickly done in like 0.5 second repeatedly. Or warriors do directly charge to specific point, for long effective movement, or choose to do short distance charge instead of long one to attack only specific mob group avoiding pulling other mob groups by touching or clicking specific point, etc.

    I talked about this with a MF developer TalonXZ and got an answer from him that some of such controls are possible with game pad, and some of them is to be considered. My question is, can game pad control these as quickly and easily as direct finger or mouse does? I think this subtle control is the core essence of Eternium, which other games can't imitate. I hope this unique strong point will be maintained in new Eternium whether or not game pad is selected.

    I know most skills, if not all, will be changed to new ones in new Eternium, but one important thing will not be changed: will new skills be as sophisticated as current E skills are? and how can they be quickly and easily controlled with game pad?​
    Last edited by Arin; 09-12-2023, 02:16 PM.

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  • John Welch | CEO
    commented on 's reply
    Thank you for your support! Given your strong appreciation for the gestures, we will be extremely curious to hear your feedback after you play w/ the virtual thumbsticks.
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