The more I think about it, the more I come to the same conclusions.. The game needs and deserves a well balanced scoring system and a currency that are tied to how good you are at staying alive and overcoming challenges. The system should also give you the option to buy cool things without voluntarily sacrificing your character or characters first.
Unfortunately, writing the sentence is a lot easier than coming up with a new system like that and integrating it to a game that has been running on the same recipe for years. Based on the feedback, it would seem though that thinking in this new direction and leaving the legacy fame system alone with a few small tweaks is the best option. The Community, here on Reddit, was a bit split in opinion on the UI look and feel as well as the changes the team are testing out.
I totally get that. Note that whatever is in there now is not final and that the team definitely took your feedback to make an extra effort to at least give the option of a classic UI as far as possible. Let me reiterate: our top priority with the port is to keep the experience as close as possible to the current game but the team is also exploring new opportunities, which are made possible by Unity. We are also considering adding additional resources to the team to support a UI rework, specifically to make sure that we do the legacy UI justice when implementing a new one.
Alas, I guess there is no guarantee that everybody will like it. But between trying hard and having the option to switch between UIs, I hope we can make it work and deliver better UX. Some of you were asking about the frame rate in the latest video and I believe pointed out that it hit 40fps in some places.
That is definitely not the performance the team is aiming for and was admittedly a bit confusing. The main reasons for any reduced frame rates right now are:. Anything I missed for the time being? If so, leave a comment and I will get back to you the next time around. It is about time for us to give you another update about the Realm, the Unity project, and what to expect in future months.
It has been a while since the last letter, and we have been postponing the writing for a number of reasons, but here it is! Since we last talked about RotMG Remastered, significant progress was made on the new client. We have dedicated a separate update to that, which we will release along with a new RotMG Remastered homepage next week.
On this page, you will be able to follow development better thanks to a dev blog and get more regular status updates. While waiting for that, we want to give you more insights on what has been happening, what is to come with the current game, and take the opportunity to answer some of the questions we have seen asked on the sub and on Discord.
Without spoiling the other update we intend to give specifically on the subject too much, we already know that we will not meet our initial target of releasing the new client for MotMG this year.
Even if we progress much faster between now and then, it will not be ready to enter beta by that point. More importantly, we made that decision to make sure that we are not stretching ourselves too thin and to ensure we can deliver on both the new client and MotMG with the quality level that we want and you expect.
We are also thrilled to announce that we have released a new website entirely dedicated to the project! The Realm Remaster page features a dev blog where you will be able to follow the development and get regular progress updates. We have put together a new video showing the progress we have been making although this one is now already lagging several weeks behind our current progress. If you just came here for the show, then go ahead and click right here.
If you are interested in getting a few more details and the most recent change log, check it out. Internally, we have already released a version that finally allowed us to play the core game loop of going from the Nexus all the way to Oryx, killing the big bad himself, and then back to the Nexus.
This marks an important milestone, as it should enable us to start testing all game dungeons in quick succession. Based on our most recent scoping of the work we still have left, we can tell you that we are definitely planning to release it this year still. As discussed in our recent producer letter, we are separating it from Month of the Mad God to give both projects the focus they require and deserve. Fair point. When we set out to tackle this project, we wanted to make a point of not doing a hack job.
We could have focused on visual eye candy to always keep up appearances of making meaningful headway. To shorten the waiting time, we would like to offer you a way to make a direct contribution to the work that is being done on the Unity Client of the game.
We have put together a survey to get a feeling for the features that you would be most happy to eventually see in a Unity version of the game - and yes, we are aware that there will likely be more options. Click here and participate now! In other news, we have added a dedicated game artist to our team to both give our old game UI a few strokes of paint and help us build a brand new version as well, that way you can have different options in the final product.
We look forward to sharing some more of that in the near future. And while we bid you farewell, you should really check out our new Realm of the Mad God Remaster page. The Realm Remaster website will be expanded as development moves on, and we aim at giving you those small blog posts on a more frequent basis going forward.
You are supporting us, you deserve to know what is up. That hard work has finally paid off as we are close to starting the Realm Supporter Beta. Along with the Unity client we have also been working on new backend optimizations that will not only improve stability but also performance.
So far, we have seen the game performing at 60 frames per second on older machines as well as new ones. We are currently in the process of working out the final tweaks as well as polishing the game. The focus of the new client is to have a one for one experience as the existing Flash version. One of the biggest changes will be to the security of the client and our backend. This should make it much more difficult for hacking to occur. The Wall of Fame has been fully implemented on the new Client.
This is just a small sign of our gratitude, thanks again! I know what you are all thinking, yes that sounds great, but when do we finally get the new client? Over the next days, we will be sharing more information about the Supporter and Open Beta and maybe also about a special event… Stay tuned! Earlier today we did our first ever live stream of Unity gameplay! Though there were a few technical hiccups with our streaming setup, we hope this reveal was as exciting for you as it is for us!
If you missed it, feel free to watch the archive! While this is still a beta version, we are working to start the Supporter Beta in early We want this to be the most polished experienced possible, so that Realm can take a strong first step into this new territory.
For those curious, the Unity questions posted in the announcement thread for this stream will be answered in a thread next week. We sincerely hope you enjoyed this preview! We would like to live stream again in the future, so please let us know if you liked or disliked the structure and what you would like to see.
As promised, below you can check the replies we were going to show during the streaming. We apologize for the delay of the replies and for the technical issues we had during the stream. Nonetheless, we hope you enjoyed the event and that you were able to see how much potential Exalt has. We are working hard and will work even harder to deliver better and interesting events in the future! Clarification: About the stuttering that some of you noticed in the gameplay during the stream.
We want to make sure it is clear that the game has NO stuttering whatsoever and that it was only a streaming issue. Once you have it in your hand you will see how smooth and fluid it is :. Q: Will the gameplay be expanded upon after Unity by means of new mechanics or major overhauls? A: We have plans to increase the current loop with the addition of Oryx the Mad God 3 as well as some additional progression coming but we are also looking into howRealm will evolve in a post Unity world, we are interested in shaking things up for the game but we are not ready to share our plans yet on that front.
Q: Release date plzzz!!?? Q: Will be there more music for each dungeon than one? Having a few background music per each dungeon would make them a lot more enjoyable.
A: The current plan is to have one distinct track for each Dungeon, we plan to iterate on our Music system in order to allow for more adaptive and dynamic Music Experience. For example, the start of the Dungeon would be calmer and when you Fight the Boss the music would get more intense.
Q: Will inventory management and storage constraints ever be reworked? A: We are considering some improvements in terms of UI of storage management, soon we might reveal some info about it. Q: Will you add any QoL updates? A: The Unity client itself already comes with several QoL improvements like the improved char list and we are always looking to add more in the future.
Q: Will fps be capped or is it possible to get above at least ? How tough are they, and how much damage do their attacks do? How many is too many to fight? Playing in groups is one of the best ways to explore and learn while staying relatively safe. You'll get plenty of XP and even if you are not the first one to the loot bag there will be plenty of cast-off items for you to grab as other players upgrade their gear.
Best of all you'll get a chance to run with a team and feel the rush of sticking it to Oryx in a big way. But watch out! It's still possible to die, even in a big group, and especially in the mountainous godlands at the center of the map. Know your limits, and be ready to bug out if you get into trouble.
The cycle of death and rebirth is a big part of the game; everyone experiences it. Take a break if you need one, but don't give up! RPS: Let's talk microtransactions. There are people who will maintain that their mere presence basically makes you Rupert Murdoch - what's your reasoning for including them, what kind of stuff have you discovered in terms of balancing the game so it isn't too affected by them, and are they successfully paying for server and development costs and whatnot?
We included optional microtransactions because they seemed like the most convenient, customer-friendly way to pay for the game. Newbies can try the full game for free with no hassles; enthusiastic non-payers help enhance our community by playing as long as they want for free; while our biggest fans, those that passionately love the game, can spend as much as they want, helping us to grow the game over time.
We are pleased with the results so far, and while we haven't yet recouped the costs of working on the game full-time for 20 months with no salary, the game is now on a solid financial footing. We've been careful to keep payments completely optional, and players have responded positively.
Our best sellers are convenience and vanity items, such as additional character slots, extra vault space, and clothing dyes. RPS: What are your plans for extending and improving the game? Will it stay broadly as it is or will there be major changes? We prefer not to preannounce features because our plans change frequently as we experiment and iterate. But we definitely plan to add more features and content to the game over time. One thing that's been missing from the game for a long time is a secure item trading interface.
But I'm happy to report that, barring major bugs or acts of a Mad God, we hope to have that released in the very near future. RPS: Have you got a sense of just who's playing? Is it a dedicated hardcore who know the game inside out, or attracting random types who just want a bit of fun?
We have all types of people playing, and we want to cater to all of them. One way we do this is by making the early game easy and the end game hard. We also try to make it painless to play with friends, but you can solo if that's what you want to do. We don't restrict where you can go in the world, so you can seek out a challenge that's appropriate for your skills. RotMG is actually a lot of things.
Yes, it's a twin-stick shooter, a role-playing game, and a massively multiplayer online game. But it's got elements of roguelikes, bullet hell, 80's arcade games, Diablo, Zelda and others all wrapped up in a massively cooperative package and made to be played in a browser for one minute at a time or all day long. Background Realm of the Mad God was a critically acclaimed browser game acquired by Kabam in from an indie studio called Wild Shadow.
The game never grew as Kabam expected and the game was put on the shelf as the company focused on mobile games.
The game received updates for a year but was left with minimal support by The game was profitable enough to stave off sunset but continued to lose profits and its audience year over year. Four years later, Kabam decided to sell the rights to Deca Games.
We then set to work on how to inform the players both getting them excited about our plans and allaying any concerns they had about the future of the game. Community Outreach We evaluated a few different approaches on how to reach and create a dialogue with the players.
In the end we decided to take our message to where the players already hung out, instead of trying to force them onto a brand new channel that we owned.
Realm had a fairly active fan moderated subreddit. So we decided to post short messages in-game and funnel the community dialogue into the subreddit. Putting the entire community into an active channel like reddit and interacting with players and answering their questions helped spread our message quickly and create a lot of buzz. A large portion of players reactivated and the activity was immense.
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