6 Jun 2012

Preview: Illyriad UIv3

Author: Luna | Filed under: Graphics

This is not another April Fool’s Joke, Illyriad is proud to present our latest user interface refresh. As the game grows and evolves, more features are added and finding the best way to display those features is an important part of the development process. With the new UI, we hope to add some valuable usability improvements as well as give the overall game presentation an updated look.

Some of the updated features and visual changes are as follows.

New sidebar: The sidebar has been condensed to hold more important information and features. It now consists of three tabbed sections. The first is a tabbed box for next events and notifications, in the middle is the friends list and at the bottom is a tabbed box for both global chat and alliance chat. Players can click on the title header to bring the preferred tab to the foreground at any time and the global chat and alliance chat tabs can be undocked for viewing both at once.

Next events: The next events section shows both items you have queued for building and research.

Super search: The top portion of the sidebar contains a search box that you can use to find anything in game including players, towns, alliances and pages.

Friends list: With the friends list feature, you will be able to add fellow players to your friends (through a mutual agreement) and see when that player is online. This feature will become even more important when private chat becomes available in a later game update.

Positioning memory: In the new UI, tab settings and chat window placement will be remembered by browser. If you refresh or log out and back in on the same browser and computer, last size and positioning will be kept.

Navigation: A two-tiered tabbed navigation system is at the top of all pages, with links to pages within that section of the game. Players can choose to use this additional navigation, or use the radial menus at the top of the page, as is currently the style in game.

Herald: The lore portion of the Herald has been split into its own page that looks and functions like a book with turning pages. This creates a fun, interactive way to display the lore of the game as it evolves over time.

Stats page: The release notes and stats sections, previously on the Herald, now have their own page.

Player profiles: Profile pages have sections to display alliance medals and titles.

Visual changes: Stylistic, visual changes have been made throughout the UI to create a cleaner visual presentation and better use of space. Many elements, such as type style and buttons have a similar appearance to the Illyriad website. Interior pages and sidebar edges use a thin, wooden frame, with paper texture interior and golden patterned texture for headers. We believe this creates a cleaner, more cohesive presentation of the game as well as a more flexible framework that we can add to as needed.

We hope you enjoy these changes to the Illyriad UI and find it both easier to use, and more visually appealing. Please feel free to leave your thoughts in the comments section or on our forums. These UI changes and more will be available in our next game update.

GM Luna

Click for full size images.

21 May 2012

Feature Preview: Alliance Medals

Author: Luna | Filed under: Game Design, Graphics

It could be argued that more than anything, Illyriad is a game about Alliances. From tight-knit social groups to well-oiled machines focusing on military excellence, Illy really does have it all. One of the goals of the dev team is to strive to find ways to support and strengthen those bonds. One way that this has been requested from players is to allow individuals to grant their Alliance members titles and awards. This is an excellent idea and one that opens up an opportunity for a whole new level of interaction within Alliances.

The dev team and I are excited to show you a first look at the Illyriad Alliance Medal system. With this new option players will be able to design a medal and award it to a player (or players) within their Alliance. The medal designer allows for hundreds, if not thousands, of unique combinations using several graphical layers for each medal. Designs can range from small and simple to very ornate and detailed. They can then be given a name and a title to be awarded to the player.

The possibilities for how these can be used are really endless. You could give them out to show rank within the Alliance, to commemorate an epic event or battle or as awards for inter-alliance tournaments. I have no doubt our players will come up with some truly unique and clever ways of using the system.

This is also exciting for us on the development side because it represents the first time in-game where players have the opportunity to deeply customize and create a unique visual mark for a character. I know that I, for one, have enjoyed playing around with the tool to see what sorts of crazy concepts I could make. The creative work of our art director GM Cerberus on this project thus far, has really been astounding.

Below are just a few examples of designs possible with our medal designer.

Full details about the Alliance medal system will be coming soon and the designer will be available in a future game update.

GM Luna

11 May 2012

The Devil In The Details

Author: Kevin Hassall | Filed under: Game Design

Having noticed animal populations moving around the map (wandering, breeding, dividing, sometimes fighting), players might reasonably expect that more NPC movement is in the cards. So, as developers, we should ‘switch on’ all NPC movement now, right? Well, before we are able to do that, there are a lot of things to consider.

As an example, take a look at the fellow on the right. In fact, just look at one detail. Look at the length of his legs.

Realistically, the rider’s legs are too long. So, the legs should be shorter. On the other hand, there is a tradition of showing riders out of proportion to their horses, and for very good reason: the Bayeux Tapestry for example shows riders whose toes seem almost to scrape the ground, but this is no error; showing the horse relatively reduced is a way to show more detail on the rider, and in a game like Illyriad, where the unit images are often very small, we want people to be able to see the rider clearly. So, the proportions are about right. But on the other hand again, our players will not be looking at the images as art historians, they will just see that the legs are too long. But then, perhaps there is a compromise….

That tiny detail took effort to talk through. It was an issue that we had to settle, so it required time. But in the grand scheme of NPC movement, it is a tiny detail – and just one of many tiny details. The whole process of ‘switching on’ broader NPC movements is a mass of tiny decisions, ranging from whether NPC cavalry would roam further from their homes than infantry, to whether Wulpor have preferences for what meat they eat, to whether Faction armies might intervene in sieges, to whether the perpetually-stoned Gnolls of Illyria would show intelligence in their battle tactics… and on, and on.

What sounds like a very simple goal, ‘switch on more NPC movement’, becomes a maze of these tiny decisions, which all need to be made. But we’re working our way through them. The devil is in the details. And so is the fun of developing the world of Illyria.

7 May 2012

Player Spotlight: Vanerin

Author: Luna | Filed under: Community, Player Spotlight

This month’s Player Spotlight focuses on wonderful Illyriad guide writer, frequent global chat new player guide linker and new player question answerer, Vanerin. We all appreciate Vanerin’s positive impact on the community and welcoming presence in game. Learn more about the Player Spotlight program at our website and nominate players by sending an email to community@illyriad.co.uk. Now on with the interview!

GM Luna

What brought you to Illyriad and how long have you been playing?

Well on the 13th of August 2011 I was having a slow day in between projects. Google Chrome suggested I look at its app store and there was this curious game called Illyriad listed. I decided to try it out and have been happily addicted ever since!

Have you played many other online games or been active in other online communities?

Nope, this is my first one! I feel kinda lucky to have found such a great game right off the bat.

Any hidden talents or interesting hobbies outside of gaming?

I have some talents, but you are right in using the word hidden. You have to look reeaallly closely to find them. :P I thoroughly enjoy music and art though. I play the piano, kazoo, cello, mandolin, and a little bit of the guitar. As for art, I mostly work with sterling silver to make jewelry.

What keeps you playing Illyriad?

The amazing community, the life the devs bring to the game, the depth, and the evolving nature of the game. You devs have done a wonderful job in all of those areas!

What’s your favorite aspect of the game?

All of the people! I am probably going to start sounding like a broken record, but there is a great community here. I really like how the game facilitates becoming friends with each other. So many things/places in the world puts people at odds against one another, so it is nice to get a breath of fresh air with the encouraging environment.

What’s your proudest achievement in game so far?

Hmm, I am probably the most proud of being in HUGS. It is really a great alliance filled with wonderful people. And I consider myself fortunate to be among them.

What are you most looking forward to for the future of Illyriad?

Factions! I can’t wait for all the options and paths that will open.

What area of the game do you think needs the most improvement?

In my opinion, Illyriad has a wonderfully deep combat system. But it seems a pity that combat is the only area that has that level of complexity. It would be really cool to see diplos, magic, and trading with a wider range of possibilities.

What advice would you give a new player in Illyriad?

Talk in Global Chat!!! There are some really cool people playing here and we all would love to meet you!

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26 Apr 2012

Surrendering Control

Author: Kevin Hassall | Filed under: Game Design

Old style game development (like boxed console games) can be a struggle to keep control. Any unexpected behaviour is a bug. Any part of the game that the developer doesn’t architect, is a source for alarm.

But with Illyriad, our goal is to surrender control. If we understand all the behaviours in the world, that means the world is too simple and predictable. Any part of the world that we don’t control is a potential source of wonder.

In old style game development, the developer wants to plan what will happen. In Illyriad, we want the players to have a part in what happens. The recent changes to animal behaviour are an excellent example of where the game is going.

Illyriad’s players are well aware that in the past, we have trialed a system by which items can be picked up from hunting animals. It wouldn’t surprise anyone to learn that, in the future, animals might be a source of items. Now, a conventional approach would be to say: “We must control the number of items that players can get from these animals! We must calculate the exact numbers of animals in the world, exactly where they will be – nothing will be gathered without us, the developers, decreeing that it shall be so.”

What the new animal behaviors mean is that we have ceded control of where animals go, and how many of them exist. Players can reduce population sizes by over-hunting, they can reduce populations in some areas but allows others to thrive, and in future perhaps players will get the ability to influence where animals move to and perhaps even how fast they breed.

Depending on how far or fast we take it, the locations of animals and the frequency of any item drops from them, will be mostly out of our control as developers.

Animal item drops, if they were to be reintroduced, would be gathered not because we have made it so, but because the players have made it so. It is, after all, their game and they should be able to influence it. This means that, as developers, we have to surrender control.

23 Apr 2012

Press Release: Illyriad Goes Organic

Author: Illyriad Press | Filed under: Press, Press Releases

PRESS RELEASE 23rd APRIL 2012.

 
Illyriad Goes Organic

From today, acclaimed Free-to-Play Strategy game Illyriad will switch from a randomly generated world biology, to an organic and emergent model.

Simplistic random distributions of animals and troops have been replaced with a coherent, logical model, encompassing different animal habitats, breeding, and migration. The mathematics behind the calculations include over 1,500 variables, and the game database tracks thousands of non-player populations, whose numbers and attitudes will be determined by players’ interactions with them.

“The depth of Illyriad has always been important to us, as developers, just as it has been important to our players, and has been noted by the press,” explains Illyriad’s founder, James Niesewand. “So we wanted the non player populations to behave sensibly, and organically, in response to players’ actions. As an example, animal populations in Illyriad have previously appeared randomly. Now, each pack or herd of animals will be tracked in real time, its population increasing over time, and the pack splitting when the population grows to a certain point. Players will be able to dramatically impact the sizes of animal populations, which will have multiple consequences.”

These changes are not only an evolution in the design of strategy games. They are also an important step in the growth of Illyriad itself, a necessary precursor to an overhauled trade and economic system, and further development of the NPC Factions systems, expected later this year.

Illyriad’s latest release, including organic animal populations, and other features, goes live from today.

About Illyriad:
“An epic RTS but with killer lore and an awesome community.” – Massively.com
“I could tell right away that this game was special.” – ThriftyGamer
“Illyriad has a great niche…. There is plenty to do and I would suggest that everyone with a few minutes goes and checks it out.” – Vagary.tv
http://www.illyriad.co.uk/press/Reviews

Illyriad is a browser-based Massively Multiplayer strategy game, in which players take control of cities, engaging in city-building, quests, diplomacy, warfare and trade. Developed by London-based Illyriad Games Ltd., Illyriad went live in 2010 and was officially launched on May 16th 2011.
http://www.illyriad.co.uk/

For further information, please contact: press@illyriad.co.uk
Press assets are available at ftp.illyriad.co.uk , and further assets, quotes, interviews, etc., are available on request.

 

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20 Apr 2012

Interview: RTS Guru

Author: Luna | Filed under: Articles, Interviews, Press

RTS Guru has taken an exclusive first look at our latest game update (coming this weekend) and has posted a 2-part series about the changes.

Part 1: Illyriad Will Change the Game – New “Organic” Animal System Will Give Players Greater Impact

Part 2: Illyriad Q&A on Going “Organic” & Making Big Changes to the Game

Thanks again to RTS Guru for taking a deeper look into the future of Illyriad.

 

16 Apr 2012

Lots of Energy, A Little Movement

Author: Kevin Hassall | Filed under: Development

Moving units in Illyriad with directional indicators

There is an amazing amount of complex information that goes on behind the scenes of Illyriad, creating the outcomes we see on screen as people play the game.

One example is unit movement. Through most of Illyriad’s life, movement has been fairly simple. Players’ units have moved from point A to B upon their request, at a rate based on movement speed of the units themselves. Layers of complexity have been added with Diplomatic Visability, Undead armies that emerged from the Rift and now the Heart of Corruption. There is an increasing amount of movement in the world, of which much of the complex work takes place behind the scenes.

For example, there is a database that currently has 1,550 variables relating to animal movement. And that doesn’t include animals’ locations in the world – that’s just the mathematics for their movement.

And that is where the challenge comes in to play. How much of that information is visible to players, and how do we represent important information to them? Currently in game, to see if a unit is moving on the map, or which direction it is going requires that you zoom in and observe the movement yourself. Often times though, the movement may be so slow that it isn’t easily visible.

That is why the new unit movement icons have been designed. The challenge was to display direction, speed and relationship to players (hostile, friendly or neutral) in an easy-to-understand fashion that wasn’t disruptive to the landscape of the game. The solution was a set of small wing-shaped arrows that display next to individual units on the map. The number of arrows shows speed (1 = slowest, 5 = fastest), the direction they are pointing shows movement trajectory and color of the arrows (yellow = neutral, green = friendly, red = hostile) shows intention with relation to the player. This simple, elegant solution provides players with more information about the world around them and represents, visually, a complex set of data that determines these factors.

The new directional icons will be available in our next game update.

 

12 Apr 2012

Player Spotlight: SunStorm

Author: Luna | Filed under: Community, Player Spotlight

In our inaugural Player Spotlight, we get to know SunStorm. In his time in Illyriad, Sunstorm has been an active player, a helpful member of our forum community, run player events, created a blog and lots of fun graphics for Illy players. Learn more about the Player Spotlight program at our website and nominate players by sending an email to community@illyriad.co.uk. Now on with the interview!

GM Luna

SunStorm's RL Avatar

(^_^) My in-game name is SunStorm. In real life, I am a student at university. My goal is to someday be a criminal psychologist who works with both juvenile and adult inmates, or a child psychologist who works with troubled kids. I’m a junior, so I still have time to decide (:P). My biggest struggle in life is trying to balance school, work, homework, and friends. In my spare time, I play Illyriad.

What brought you to Illyriad and how long have you been playing?

This last February was my 1 year anniversary for playing. One year ago, I was bored and randomly looked for something fun to fill my time. This, of course, was a time in my life when I had all my homework completed and had the extra time (to all students out there: be responsible). So this is exactly what I did: I went into facebook and started browsing through apps. I literally clicked on “newest” apps hoping to find a newer, low-key game to play. I prefer games that are not mainstream or overpopulated, so I scrolled through page after page of games. Most of them were complete and utter rubbish, but one stood out and caught my eye. Illyriad! (^_^) I began working my way through the tutorial and before I knew it my adventure began!

Have you played many other online games or been active in other online communities?

Yes. Though I only ever play one online game at a time, I usually end up being very active in the community. *sigh* It has been a long time since I was last involved in an online game (Maple Story), and I will comment more about that in the next question.

Any hidden talents or interesting hobbies outside of gaming?

Many have been to my Illyriad blog and have seen that I love working with images and graphics (and no, the comic strips do not accurately represent my talent with art – they are only a silly hobby of mine). In the past I have done some 3D CG art (which are up on deviantart.com), but I am fonder of photo-manipulation. Additionally, I enjoy video editing. This was my hobby for the last game I played (Maple Story), and I have several videos on youtube.com. They are still there today (^_^). I started making an Illyriad video…but it has been put off indefinitely.

What keeps you playing Illyriad?

I would have to say the overall atmosphere created by the community! After my first alliance fell apart, I was crushed. The friendships that were established in that alliance were so strong – we were like a family. I spent a few months in seclusion; telling the community I was a “recluse” and not to bother me (:P). The time away was good, and I also have enjoyed making a comeback. Had the members of the community been different, it is hard to say whether or not I would have stuck around. In all seriousness, I have not seen a tighter knit group of players anywhere, and I am proud to be a member of my current alliance!

What’s your favorite aspect of the game?

I love the personal interaction with the developers. I know everyone gets busy, but it is wonderful to see the creators taking a personal interest in their creation. I love to see the chat start buzzing every time someone with a blue name pops in. (^_^)

What’s your proudest achievement in game so far?

Few people know this (here comes my pride – most likely before my fall…lol), but I was the first player (to my knowledge) to ascertain the locations of all 20 statues in the heroic statue quest. This was done over the span of 6 hours by using my personal image filter to see only the statues and nothing else (please don’t ban me…lol). I coordinated (at the time) with ScottFitz of the mCrow alliance and BecBlue of the former Prisoners of Society alliance to fill in the gaps of both of their lists.

What are you most looking forward to for the future of Illyriad?

Faction AI! (^_^) Though I also worry about this since I placed my alt (an elf) in-between two warring (anti-elf) factions – lol. They are probably warring because they want to be the first to see what my alt might taste like if sautéed in garlic butter. Still, I think this will be good for players to exert some energy upon factions rather than other gamers.

What area of the game do you think needs the most improvement?

Multiple worlds. Recently, the main map was named Elgea. I would like to see about 3 or more worlds with different play styles in mind. (e.g. One world that is set aside for those who desire a more warring “anything goes” gameplay – another world set aside which focuses on ruling kingdoms by means of some constant “king of the hill” scenario for each main and mini region – etc.)

What advice would you give a new player in Illyriad?

Listen to the wisdom and advice of the bigger players. They usually know what they are talking about. (^_^)

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Blog 

Web Art 

Old Youtube Videos: Page 1, Page 2

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A beast has laid dormant in the south west of Kumala for ages in the history of Illyria. It has sparked fear and curiosity from citizens who wish to unlock its mystery and defeat the horrific Heart of Corruption.

Beating Heart Gif by SunStorm

Until recently, most efforts to explore the area and battle the heart have come up fruitless. But, a mighty forum warrior by the name of SunStorm rallied the call of his fellow Illyrians in an effort to, once and for all, make a stand against this monstrous horror. A massive rally of troops descended upon the spot and discovered, that instead of destroying the beast, it began to grow and take over an even larger part of the map. Armies continued to pile in and become a sacrifice until, the heart came alive and began to beat.

Corrupted Elves and Dwarves

This shocking turn of events sent ripples across the land as corrupted beings rose from the dead, returning to their home cities with hostile intentions. Orcs, elves, humans and dwarves fought against the corrupted forms of their citizens, some of which left behind haunting traces of the attack in the form of a mysterious unharmed tentacle. After a time, and for unknown reasons, the Heart of Corruption has collapsed into its original state and corrupted armies have ceased to emerge.

You would think this is where the mystery ends, but no, our brave forum warriors have begun, yet again to send encampments and armies of troops, perhaps out of continued curiosity, sheer malice or in an attempt to seek revenge for those lost…

And yet again, it grows.

Illyriad players, as a sandbox gaming community, are a smart, resourceful and curious bunch. The entirely player-driven effort to unlock the long-standing mystery of the Heart of Corruption (or Audrey as nicknamed by the players) has been a testament to that fact. As someone who gets the pleasure of watching these things from the inside out, I can say that the development team has been just as excited as the players to watch this event unfold. As each new piece of information came to light, I’ve been quietly cheering everyone on and have been so pleased to see the enthusiasm and cooperation that has emerged from the event.

The word of Illyriad truly does belong to its inhabitants to explore, shape and affect in a meaningful way. Just don’t feed it too much, because sometimes it just might bite back.

GM Luna

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