Emabulator
09-06-2009, 11:42 AM
http://evavhost.com/i/news/jumpgate.jpg
Marissa Monera from IGN posted a preview (http://pc.ign.com/articles/102/1021846p1.html) of NetDevil's upcoming space combat MMO, Jumpgate Evolution, after checking out the demo at PAX 2009.
According to Scott Brown, founder and CEO of Netdevil, they have taken the feedback from their Friends and Family beta test and went back to the drawing board in order to make major improvements to the game. The effects system has been reworked both from a performance and visual standpoint because they wanted space battles to feel truly epic. As a result, you see more NPC ships on your screen and there's more of a choreography to their attacks and moves against each other.
A big change was also made to the mission system because they found out that their testers barely read the mission texts and therefore weren't relating well to the story. So what they did was to put less text up front, and as you go through the mission, you get periodic updates. For example, you're first told to go and investigate a sector of space, and when you get there, there's text that informs you that you found something and it then updates your mission to take down some ships. With this sort of progression, people started to actually read the mission text and to feel a connection to the story being told.
Marissa Monera from IGN posted a preview (http://pc.ign.com/articles/102/1021846p1.html) of NetDevil's upcoming space combat MMO, Jumpgate Evolution, after checking out the demo at PAX 2009.
According to Scott Brown, founder and CEO of Netdevil, they have taken the feedback from their Friends and Family beta test and went back to the drawing board in order to make major improvements to the game. The effects system has been reworked both from a performance and visual standpoint because they wanted space battles to feel truly epic. As a result, you see more NPC ships on your screen and there's more of a choreography to their attacks and moves against each other.
A big change was also made to the mission system because they found out that their testers barely read the mission texts and therefore weren't relating well to the story. So what they did was to put less text up front, and as you go through the mission, you get periodic updates. For example, you're first told to go and investigate a sector of space, and when you get there, there's text that informs you that you found something and it then updates your mission to take down some ships. With this sort of progression, people started to actually read the mission text and to feel a connection to the story being told.