Citadel: Forged with Fire - Community Manager - Denis
We here at Blue Isle Studios are absolutely delighted to introduce you to Citadel: a vast, open-world game that gives you the freedom to create the MMO fantasy adventure of your dreams! Take a look at our Announcement Trailer to get a quick sense of what the game’s all about:
Have you ever dreamed of wielding untold magical powers? Have you caught yourself fantasizing about battling legendary monsters and plundering mysterious, treasure-filled caves? Does the idea of taming dragons and using them to rain fiery death upon your enemies, human or otherwise, make you giggle with delight? For us, all of the above is true – this is why we set upon creating Citadel!
Citadel is set in the massive open-world of Ignus: a vast, magical realm filled with dangerous enemies, mystical creatures, potential allies and a rich history spanning thousands of years. You will be given complete freedom to determine your own destiny; become an infamous hunter of other wizards, tame mighty beasts, forge alliances with fellow players to create an imposing house, or visit uncharted territories to unravel their rich and intriguing history. The path you take is yours to choose.
Our plan is to use Early Access to not only realize our fantasy adventure dreams, but also yours. We plan to rapidly implement updated content and bug fixes, and we want to do it in collaboration with you, the community. We aim to do everything we can to ensure that community feedback helps to drive the direction of the game’s future. Listening to our players is a top priority, and we’re thrilled to work with you guys in shaping Citadel into something truly special!
As we work our way toward our Early Access launch, we will be sharing with you more details about what you can expect on day one. Look forward articles on topics like magic, our building system and monster taming, and tune in for some fun live gameplay!
So join us, won’t you, as we embark on this journey to build the coolest fantasy game possible! Citadel has been a labor of love for this team, and we can’t wait to bring you all into the process of forging its future together.
The Blue Isle Studios Team
PS: Follow us on Twitter and Facebook for frequent updates and content sneak peeks!
We here at Blue Isle Studios are absolutely delighted to introduce you to Citadel: a vast, open-world game that gives you the freedom to create the MMO fantasy adventure of your dreams! Take a look at our Announcement Trailer to get a quick sense of what the game’s all about:
Have you ever dreamed of wielding untold magical powers? Have you caught yourself fantasizing about battling legendary monsters and plundering mysterious, treasure-filled caves? Does the idea of taming dragons and using them to rain fiery death upon your enemies, human or otherwise, make you giggle with delight? For us, all of the above is true – this is why we set upon creating Citadel!
Citadel is set in the massive open-world of Ignus: a vast, magical realm filled with dangerous enemies, mystical creatures, potential allies and a rich history spanning thousands of years. You will be given complete freedom to determine your own destiny; become an infamous hunter of other wizards, tame mighty beasts, forge alliances with fellow players to create an imposing house, or visit uncharted territories to unravel their rich and intriguing history. The path you take is yours to choose.
Our plan is to use Early Access to not only realize our fantasy adventure dreams, but also yours. We plan to rapidly implement updated content and bug fixes, and we want to do it in collaboration with you, the community. We aim to do everything we can to ensure that community feedback helps to drive the direction of the game’s future. Listening to our players is a top priority, and we’re thrilled to work with you guys in shaping Citadel into something truly special!
As we work our way toward our Early Access launch, we will be sharing with you more details about what you can expect on day one. Look forward articles on topics like magic, our building system and monster taming, and tune in for some fun live gameplay!
So join us, won’t you, as we embark on this journey to build the coolest fantasy game possible! Citadel has been a labor of love for this team, and we can’t wait to bring you all into the process of forging its future together.
The Blue Isle Studios Team
PS: Follow us on Twitter and Facebook for frequent updates and content sneak peeks!
Steam P2P implementation is going very good. - The lobby creation and join is done, and as you can see in the image below, there's a small patch of terrain where the players that are inside the lobby can show off their balls customization and chat with other players.
- The owner can start the game whenever he/she desires. When that happens, the map is loaded into the server and sent to every player that reads and spawns the map's objects.
- After the map is loaded, players are teleported to the first hole and the game begins!
Until now, this is what is made, but what's left?
- After a player finishes every hole in the map, it will be teleported to the begining terrain with a finishing order (Winners in the front, losers in the back).
- After owner of the lobby finishes, he/she can choose the next map and the whole process begins again.
So, the system is going pretty good. The next step is to create the P2P synchronization system, so every position, rotation and velocity are synced between players.
This system will be a better option for those under a strict NAT router, that aren't allowed to join or be joined in normal rooms.
Steam P2P implementation is going very good. - The lobby creation and join is done, and as you can see in the image below, there's a small patch of terrain where the players that are inside the lobby can show off their balls customization and chat with other players.
- The owner can start the game whenever he/she desires. When that happens, the map is loaded into the server and sent to every player that reads and spawns the map's objects.
- After the map is loaded, players are teleported to the first hole and the game begins!
Until now, this is what is made, but what's left?
- After a player finishes every hole in the map, it will be teleported to the begining terrain with a finishing order (Winners in the front, losers in the back).
- After owner of the lobby finishes, he/she can choose the next map and the whole process begins again.
So, the system is going pretty good. The next step is to create the P2P synchronization system, so every position, rotation and velocity are synced between players.
This system will be a better option for those under a strict NAT router, that aren't allowed to join or be joined in normal rooms.
To make our work more transparent to the community (as well as to prepare for our new game Spire of Sorcery, that will go into Steam Early Access in 2018), we created a Trello board for Gremlins, Inc.
This board is publicly accessible, and lists currently known tech issues as well as new content that is confirmed for development (for example, you can already find there a sketch of the second playing field ːsteampunkː that we already work on and plan to deploy before the end of this year).
(1) to make sure that we do not forget about any reported bugs (2) to show everyone which features/content we currently work on (3) to upgrade our communication tools with the community ahead of the new game, using Gremlins, Inc. as a field test.
We hope that some of you find this useful, and we thank everyone who already contributed their feedback to where we can take this project further! ːfireappleː
To make our work more transparent to the community (as well as to prepare for our new game Spire of Sorcery, that will go into Steam Early Access in 2018), we created a Trello board for Gremlins, Inc.
This board is publicly accessible, and lists currently known tech issues as well as new content that is confirmed for development (for example, you can already find there a sketch of the second playing field :steampunk: that we already work on and plan to deploy before the end of this year).
(1) to make sure that we do not forget about any reported bugs (2) to show everyone which features/content we currently work on (3) to upgrade our communication tools with the community ahead of the new game, using Gremlins, Inc. as a field test.
We hope that some of you find this useful, and we thank everyone who already contributed their feedback to where we can take this project further! :fireapple: