During 2017, Grinding Gear was a hectic

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Jun 1 '18 | By rsgoldfastcom | 247 Profile Views | support user content | Comments: 0

During 2017, Grinding Gear was a hectic firm with enlarging Path of Exile. Between The Fall of Oriath and War for the Atlas and together with of the new content added involving, Exiles had a lot to do. Within our latest Exiled Tribune, we have a look back with the team at poe currency the year that has been as well as catch up on design and development blogs across many topics.


The first article of notice on the PoE site comes in the form of a handy dandy list of most Grinding Gears' achievements throughout 2017. It's an impressive list, however by no means inclusive of what that was achieved through the year. Most notably, of course, would be the two enormous content expansions that fell, first The Fall of Oriath and then War for the Atlas near the close of the year. In between, record numbers of players were actively involved, three challenge leagues started, new language support was included and much, much more. Obviously, the most essential issue is that Chris Wilson discovered an Exalted Orb!


HOW WE DID IT


Upgrades over the last few months have been based about the "how-to" parts of development. Not only is it interesting to read for budding game developers, it is also a lot of fun to see for gamers who just like to know "what's going on under the hood" with game's development and why particular design decisions are made. Between the more technical aspects of Path of Exile and the more artistic ones, the articles provide readers with insight into their favorite game.


The Undying


First up is a detailed and intriguing perspective on the design philosophy behind the Undying. Developers felt the Undying was a "relatively unremarkable monster type" and wanted to do something more to make it stand out in the game. To that end, the group went through a series of planning stages to create something special for the race during the sport.


Our aim with the player's first experience of Act Three was that the very first area would be very quiet, with no monsters to battle outdoors. Upon entering the colour, however, players could be charged by mortal City Stalkers and would have to retreat to the safety of the sun. Their experience with the rest of the Act would involve a game of caring very much that areas were shaded, while sometimes being forced to step from their light to travel between buildings. Due to their POE Orbs early encounters with the City Stalkers, they'd fear every moment spent from sunlight, as it is one step away from being swarmed from the deadliest monsters in Path of Exile. We intended for City Stalkers to have immense life regeneration, preventing players from making reasonable progress beyond them.



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