Many updates
December 7, 2006
I've been working very hard over the last two months getting a series of updates into Sherwood Dungeon that I hope you like. With over 100,000 unique visitors everyday, pleasing every player is an impossible task. I've read every email, visited Sherwood clan sites, chatted with players inside the game and tried to make sure that you know I'm listening. With close to 100 emails everyday, it's tough to respond to everyone and still have time to develop the game. I want you to understand that I care great deal about the players. Giving everyone the attention they deserve despite the information overload that I face everyday can be a brutally frustrating process. I am trying to be different from other developers and the last thing I want is to be perceived as being arrogant, aloof or detached from the player base.
So what's new? Here's the list of new features in the game over the last two months.
1. New Player Avatars: Finally! Two new human avatars and a skeleton avatar are in the game. You've seen the evolution of the character art here in the Developer's Diary and the new characters in the game are the result. There are still some changes to come, but they will be minor. The character selection screen is the first thing you'll see after login. You can rotate the characters from this screen by dragging the left mouse button. Helmet selection for the Dark Knight avatar is now accommodated in the character selection screen as well.
2. Ancient Sherwood Island: I've had repeated requests to revisit the
original Sherwood land that started it all in 2001, with it's four temples
dedicated to each of the teams. Only the eldest Sherwood warriors will remember
this land, now rediscovered and reclaimed by the Kingdom. A few rocks have moved
and the land is overgrown with trees in the years that have passed (got it as
close as I could). Ancient Sherwood is a level 30 area you can teleport to by
using the portal on one of the two smaller outpost towers or by typing /teleport
5
3. Changes to Sherwood Castle Area: I've heard your requests for the
return of Tower battles. The portal on top of the highest tower was getting in
the way of combat so I have enlarged the two outpost towers and placed the
portals there. Let the Tower Battles resume!
4. Amulets: Remember I said I was planning something special for Amulets?
Amulets replace helmets on the equipment bar. Helmet selection for the Dark
Knight is now done from the Character panel. Most Amulets provide an armor
bonus, but I added a special level 5 magic item called a Talisman of Speed. A
new energy bar has been placed under the health bar to go with this. When the
Talisman of Speed is equipped, use the
Thank You
October 1, 2006
On a day when the MaidMarian.com game servers topped 4000 simultaneous players
for the first time, it seems a developer's diary entry is in order. I would like
to start out by just saying thank you. I recognize that making a living, doing
what you love is a rare thing in this world. You made this possible.
MaidMarian.com is not a massive corporation. It's just a guy with a computer
living his dream of making massive multiplayer games that people seem to want to
play. I cannot express how grateful I am for the support that you have shown and
for making my dreams come true.
The redesign of the player avatars is progressing well. Based on the concept
image in my last diary entry, it can be hard to visualize how characters will
translate into the game. Now that rough versions have been modeled in 3D, you
can get a clearer idea of current progress based on the above image. These
characters are not yet textured and the female avatar has shoulder armor still
in the works. Let me know what you think.
Most of you have already experienced the updates that have gone into Sherwood
Dungeon in recent weeks. I mentioned in the last diary entry that I design in a
very organic way. The last update really makes this obvious. I was experimenting
with a few ideas and realized that I'd stumbled on an approach that could vastly
increase the number of islands and variety of terrain types in the game without
impacting the download time. Three new islands - Haunted Palm, Frost Bite and
Lost Lagoon are the result. Three portals were added to Sherwood Castle for
transport to these new lands once you advance to the required XP Level. This
also allowed me to update the art direction of the game, making all the lands,
including Sherwood, more vibrant and colorful and allowing each to have a
distinctive palette.
Yesterday I added monster drops to the three new islands. After defeating a
monster, they drop items that you can use or sell at the merchants by the
portals. Skeletal bosses drop higher level items and if you character is a
higher XP Level than the monsters, they will drop less frequently. As you can
see from past diary entries, neither of these updates were planned or scheduled
but once the impact they would have was clear, I made them top priority.
Oh, and if you haven't noticed already, holding down
Once again, thank you,
Gene
New Vision for Sherwood Dungeon
June 25, 2006
It's time to give you an update on my plans for Sherwood Dungeon and
MaidMarian.com. All my games, including Sherwood Dungeon, go through many phases
of development from the original vision through to it's launch on the site.
After launch there's often numerous updates to get the final features in place.
I design in a very organic way, so providing a list of new features and a
timeline for implementation of those features can give players false
expectations. If you were a player of the original Sherwood, you probably
noticed that Sherwood Dungeon was a much more substantial update than just
throwing a few new features into Sherwood. It was based on a new vision for the
game, both from a technical and design standpoint. Major technical hurdles
needed to be overcome to allow Sherwood Dungeon to have an infinitely deep
dungeon and still keep the game small enough to fit on a floppy disk. When you
are creating a web based MMORPG, keeping it small is incredibly important
because the longer that loading bar takes, the more players your going to loose
during the download.
In the past month, there hasn't been many visible updates to the current game
because I've been developing a vision for the next major update for Sherwood
Dungeon. One of the goals for the next update is to launch a new dedicated
Sherwood Dungeon website with a full set of community features including an
account system, player profiles, connections between friends, forums and guild
support. This will be tied into the save game features of the game, however most
of these community features will be available exclusively through the Sherwood
Dungeon website. Development on this is currently very active.
The second major goal is to completely redesign the player avatars in the game.
I believe this is the best way to make a major visual impact on how the game
looks. Don't get me wrong, I think Sherwood Dungeon is already the best looking
browser based 3D MMORPGs, but it became clear to me when I started work on the
female avatar that it would be better to redo the male avatar at the same time.
Concept art for the new characters is going very well and I've got some of my
best game industry art contacts helping me on this. It's more important for me
to get this feature right than get it fast, so be patient and I hope you'll like
the results.
Quick Update
May 29th, 2006
Just a quick update. Here's a list of features that went into Sherwood Dungeon
this month:
Helmets
Quests
Merchants
Multiple Servers
Undead Skeleton Warriors and Bosses
Bug Report
What's Next for Sherwood Dungeon?
April 26, 2006
Rumors abound regarding my plans for Sherwood Dungeon in the coming months so
I'm taking this opportunity to set the record straight and provide some detail
on the launch. Sherwood Dungeon is up and running and so far the servers have
handled the load and the feedback has been very positive.
Bug Report
There are a number of features that didn't make it into the beta release of
Sherwood Dungeon. For example, I've been getting tons of email regarding what to
do with the gold that you collect. In the coming months I will be adding many of
the features that didn't make the Beta. These are not set in stone and I'm
reserving the right to make changes to the list. Here's what I'm intending to
add in priority order.
New Features in the Coming Months
1. Helmets
2. Stores and Merchants
3. Missions
4. Dragons
5. Undead Monsters
6. Amulets
Anything that you hear from other players beyond this list is just a rumor.
Another important piece of news is that I've decided to quit my day job to
concentrate on MaidMarian.com full time. This website was my hobby, evenings and
weekends, for a number of years. Not any more. As some of you may know, I've
been a Technical Art Director for Radical Entertainment for the past five years,
working on console and PC games like Crash Tag Team Racing, The Hulk, CSI and
many others. (Look for my name in the credits in Crash Tag Team Racing and
select it..pretty funny eh?) Radical Entertainment is a great company, but
MaidMarian.com has grown to the point were it deserves 100% of my attention.
MaidMarian.com games are played over six million times per month and during peak
times over 2000 simultaneous players are participating in the multiplayer games.
This move should result in faster updates and more polished games. Wish me luck! Sherwood Dungeon is in Open Beta.
April 9, 2006
I'm exhausted but very happy. It's taken seven months, but I hope Sherwood
Dungeon lives up to expectations. This game features an infinitely deep dungeon
filled with monsters and treasure. It includes character advancement, new
weapons, magic rings and more. The new code base is faster and should provide a
stable foundation for future enhancements. Sherwood Dungeon is in Open Beta,
which means I'm still finding and fixing bugs.
Important Game Notes:
I hope you enjoy the game.
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Helmets are now in the game, with five different types of helmets available in
the dungeon chests. A new slot for helmets is now on the equipment bar.
Missions, now called Quests, have been added. More quest types are planned in
the future including boss and delivery quests. Quests are available from Captain
Morgan by the dungeon entrance. Just walk close to the Captain and click on him
to be offered a quest. The quest log is on the equipment bar. This shows you how
close you are to completing the quest. Once you've completed the quest, return
to Captain Morgan for your reward.
The merchant store is above the dungeon entrance of the Castle Keep. Click on
the merchant to see the store. A number of updates occured to the store this
month and you now have the ability to sell your inventory items to the merchant.
Support for multiple servers has been added to the game and a new server is
online. You can choose between Emerald Server and Ruby server on the log-in
screen. If you don't choose a server, one is selected randomly for you.
Undead monsters are in Dungeon Level 5 on down. There are also Undead Boss
Skeletons with three times the health of regular monsters. You may want to bring
a friend to defeat one of these. The map indicates the last known location of
boss skeletons in purple on the map. Female avatars are a new feature I'm hoping
to add in the next while, as requested by many players. The dragons and amulets
are on hold until this is complete. I'm also planning on adding a help screen to
Sherwood Dungeon with more instruction for new players. I've made some changes
to PVP in the Castle level. Blocking an attack successfully does double damage
on the next attack and health potions no longer work in the Castle level. This
is in response to players that just gather up health potions for PVP and make
combat less fun for the other players.
You probably noticed a bug where numerous monsters spawned after a player
defeated a monster. This was related to a bug in the boss update and has been
fixed now. Thanks for the emails from players that described the symptoms of
this to me....very helpful.
I consider this one of the most important new features. Helmets allows players
to personalize their characters, manage their armor and demonstrate achievement
in the game.
Yes, I got the message and I'm working on it! Give me a little time.
I'm intending to have a mission system in the game. Players will be able to get missions from NPC characters
to fight boss type monsters in the dungeon, collect special items and return for
a reward.
Yes, I said Dragons. Easier said that done, but Dragons will be tied to the
mission system in the game. It will take more than one player to take a dragon
down, so bring a friend.
These skeletal warriors are intended to increase the variety of monsters in
the dungeon.
I haven't figured out a great system for differentiating the amulets from magic
rings, but I'll come up with something ;)