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NetDevil talks about a car wreck and how it evolved Jumpgate

Filed under: Sci-fi, Jumpgate, Jumpgate Evolution, Business models, Game mechanics, Interviews, MMO industry, New titles


No matter what anyone says, some of us here at Massively actually enjoyed the short lived post-apocalyptic car fragging MMO, Auto Assault. As with everything in life though, sometimes you win and sometimes you lose. But as long as you can learn something from each experience, and grow from it... it was worth the ride.

Apparently the gang at NetDevil learned a lot about their experience with AA. Herman Peterscheck talked freely and at length about these lesson; lessons that are being applied across the board to all the games they are currently developing, including Jumpgate Evolution.

Probably the most important one is to polish the game early and not at the end just before launch. A time when everyone on the team is in full on "fire fighting" mode. Chaos almost always leads to poor execution and ruin. Another is that if you don't have a great looking game that runs well out of the gate it's nigh impossible to evaluate how good it actually is. According to Peterscheck, "The 'law,' if you will, is there's no such thing as a good game with a bad frame rate."

Continue reading NetDevil talks about a car wreck and how it evolved Jumpgate


Source

The story behind the original Jumpgate

Filed under: Sci-fi, Jumpgate, Jumpgate Evolution, Business models, Game mechanics, Interviews, New titles

To this blogger, the cult of celebrity which has risen up in the rest of the gaming community has never really seemed to touch the MMO sphere with quite the same fervor. Sure, we've got a handful of highly-regarded sage figures, whose names alone are often used to sell products, but those are really the exception, and many fans of MMOs casually move from game to game with no concept of the history that underpins every new release. While a lot of it is really extemporaneous to the experience, it can sometimes illuminate design decisions that would otherwise seem alien.

It's with this in mind that Kieron Gillen recently reposted an old interview with NetDevil design director Ryan Seabury to shed some light on the company's past projects in light of the of the impending release of Jumpgate Evolution. Some of the things talked about are the trials of developing with a small team, the lessons learned in terms of making a game accessible, and what Jumpgate did well that (hopefully) will translate directly to Jumpgate Evolution.

Source

Missiles will be sailing through the Jumpgate

Filed under: At a glance, Sci-fi, Jumpgate, Jumpgate Evolution, Game mechanics, Interviews, New titles


Steve Hartmeyer dropped another Jumpgate Evolution developer diary onto MMO Gamer, this one in regards to all the wonderful missiles flying around during combat.

Jumpgate Evolution is built on the codebase from the original 2001 game Jumpgate (sometimes referred to as Jumpgate Classic). While some of it was simply modified, other parts had to be completely rewritten. Such is the case with the missile system. JC's missile system was simplistic in that each ship only had a certain number of hardpoints, and there was no lock-on process. Pilots usually had to launch all their ordinance quickly, which became known as "missile spam." JGE's system is being completely reworked to include a new lock-on system. This will not only eliminate "missile spam" but bring a similar style of space combat comparable to Freespace, X-Wing, and Wing Commander.

Furthermore, this missile system revamp will let NetDevil include features in JGE that they couldn't put into the original. Missiles will now be defined as independently persistent objects. A suite of active antimissile countermeasures will also be available (i.e., chaff dispensers or decoys). Thankfully, the gang at NetDevil realize that for all this to be effective, it has to be easy to use. HUD elements will be clear and easy to understand, and most importantly it must be fun.

Let's hope so!

[Via MMO Gamer]

Source

The Quantar jump through the gate

Filed under: At a glance, Sci-fi, Screenshots, Jumpgate, Jumpgate Evolution, Forums, New titles, Races


Both Ten Ton Hammer and MMORPG.com are sporting exclusive screenshots of a Quantar ship. The Quantar are one of the many playable factions in NetDevil's upcoming space combat MMO, Jumpgate Evolution. These mystics construct their ships according to spiritual principles and believe that the pilot and ship evolve to become a single being. The Quantar are very gifted pilots, which might be due to being raised among asteroids.

Ten Ton Hammer has two shots of this goldfish looking starship, while MMORPG has one.

Source

First Impressions: Jumpgate Evolution

Filed under: Sci-fi, Jumpgate, Jumpgate Evolution, New titles, Previews, Hands-on, Massively Hands-on, First Impressions, Massively Event Coverage



At Codemasters' Connect08, we had the chance to sit down for a few minutes with upcoming space MMO Jumpgate Evolution and take it for a wee test drive. "Space MMO?" I hear you cry, "Let me guess, it's spaceships flying around shooting at each other and enemies?"

In a nutshell, that's exactly what Jumpgate Evolution is. You pilot a spaceship. You shoot stuff. You get a better spaceship. Repeat. But, as with many MMOs that can be distilled to an equally dull one-line summary, there's far more to the game than that. Read on for our gameplay impressions (bearing in mind this is an alpha pre-release, not the final shipped product).

Continue reading First Impressions: Jumpgate Evolution


Mining in Jumpgate Evolution

Filed under: Sci-fi, Jumpgate, Jumpgate Evolution, Economy, Game mechanics, New titles

Steve Hartmeyer dropped another dev diary into the laps of MMO Gamer, this time he talks about how mining will play out in their upcoming sci-fi MMO. Apparently it was a "major pastime" for a large portion of players in Jumpgate Classic, and basically formed the game's economy.

That's all well and good, and I understand the need to cater to loyal players and all types of game styles, but Jumpgate Evolution (for me) better be more about the space combat (the "fun" stuff) then sitting around mining (what I consider insanely "boring" stuff).

JGE's mining is getting a whole new face lift in terms of the process and the graphical presentation. Thankfully, they intend to make it fun by turning it into a treasure-hunting activity that can be done as casually or intensively as the player wants. Whew. NetDevil will be able to provide a clearer picture in a few weeks since the whole mining experience is just now entering the implementation phase and hasn't been put through the rigors of testing yet.

So if the thought of working in a coal mine (pardon the song pun) spins your wheels, check out the diary for all the details (and there are plenty).


Source

Designing spaceships for Jumpgate Evolution

Filed under: Sci-fi, Jumpgate, Jumpgate Evolution, Forums, Game mechanics, Interviews, New titles


Steve Hartmeyer (programmer for Jumpgate Evolution) has written another dev diary for MMO Gamer, this time about what goes into designing the ships for their upcoming space combat MMO.

According to Steve many of JGE's ship evolved from those in Jumpgate Classic. The process, which usually takes several days, is a very art-intensive exercise that starts with the creation of a style. From there a concept for the ship asset is created, a model is built and then put into a form that the render engine can use. Finally, stats (which won't be considered final until the game releases) that defines the ship are chosen.

It's a very detailed entry, so those of you looking to get into the industry as a modeler will definitely want to give it a read.


Source

Jumpgate Evolution: Combat controls

Filed under: Sci-fi, Jumpgate, Jumpgate Evolution, Game mechanics, Interviews, New titles, News items


Jumpgate Evolution is a space combat MMO. How players control their ships will be instrumental to the enjoyment of the game. When you think of joysticks and flight sticks you likely think of highly detailed flight simulators and not massively multiplayer games. But if that's all you think about then you've likely never heard of, let alone played, the greatness that was some of the X-Wing, TIE Fighter and Wing Commander games. JGE plans on bringing back the joystick and - as Ten Ton Hammer's Cody "Micajah" Bye calls it - the "strap yourself in" mentality. I couldn't have said it better myself.

Bye sat down with NetDevil's Hermann Peterscheck and asked him about their game's combat controls. Aside from the basic keyboard and mouse setup, players with very elaborate control setups will be able to use those as well. But the gaming control goodness doesn't end there. NetDevil is also supporting more advanced input devices such as TrackIR, and will continue to evaluate other brand spanking new hardware as it becomes available. JGE will also provide both third and first person modes, giving players the ultimate choice in how they want to play. So if you can't find a setup you like, well... lighten up. You're too finicky.

But won't people with a tricked out setup have an unfair advantage over those with just a lil ole mouse and keyboard? Find out after the break!

Continue reading Jumpgate Evolution: Combat controls


Source

Jumping through the Gate: Factions and Missions

Filed under: At a glance, Sci-fi, Jumpgate, Jumpgate Evolution, Game mechanics, Interviews, New titles, Quests, PvE, Races


Ten Ton Hammer has posted another of their Jumpgate Evolution bi-weekly interviews, this time with Hermann Peterscheck, Producer for JGE. In this installment, Peterscheck answers questions about the game's factions and missions.

While reading through the Q&A I was comforted by the fact that Peterscheck continues to push the idea that JGE doesn't have hard and fast rules, and that they are trying to put as much of the game's outcome into the hands of the players (through their choices) as possible. This was something he mentioned during his interview about death and roleplaying as well, so it really does seem like something they intend to follow through with. In this case, while players will have to choose what nation to play (Quantar, Solrain or Octavius) there are no rules about allegiances, thus factions can interact in a myriad of ways with all of them.

Continue reading Jumping through the Gate: Factions and Missions


Source

JGE, PvP and you

Filed under: Sci-fi, Jumpgate, Jumpgate Evolution, Game mechanics, Interviews, New titles, PvP


MMORPG.com has a new interview with Steve Hartmeyer about Jumpgate Evolution's PvP component. As my "hero" Donnie Baker (a frequent caller to the Bob & Tom Radio Show) would say, "I can't wait to play this game! I swear to God I can't!"

However, PvP in JGE will be... different. And that fact alone has the original game's community all hot and bothered. Understandable. Take a "small" game replete with a die-hard fan base, give it a major overhaul to appeal to a bunch of "n00bs" and you got yourself a recipe for a nice slice of Pissed Off pie. But it's inevitable... that is, if you want to make a game that appeals to more players. And that's what the folks at NetDevil want most desperately. A game, any game, is made to make money. Period.

In this particular case though, Hartmeyer likens the community discussions on the subject to "religious warfare" with two very polarizing sides. One side says "No place in the game should be safe from PvP", while the other demands "Don't push your RP on me." Yikes! Talk about a thin line. But at some point the community can only have so much input and the developers have to go down the path they feel will garner the most players. Hartmeyer's journal entry is fascinating. and as you read it you can feel the sincerity emanating from the screen. It it is an absolute must read for anyone interested in this particular upcoming sci-fi MMO.

Source

Jumpgate's evolution(ary) inspiration

Filed under: Sci-fi, Jumpgate, Jumpgate Evolution, Interviews, New titles


By now you know I'm a sci-fi geek, reporting on everything even remotely interesting (and some of our readers would say, not even that on occasion) about Tabula Rasa, Jumpgate Evolution, Stargate Worlds, Earthrise, etc. I also have a fondness for the guys and gals at NetDevil, makers of the now defunct and often criticized (yet loved by it's core of loyal fans, myself included) Auto Assault.

In a new dev diary posted on MMO Gamer, NetDevil programmer Steve Hartmeyer talks about the inspiration behind the evolution of Jumpgate. We've reported before that the space combat in JGE will be reminiscent of X-Wing vs. TIE fighter, but until now I didn't know what the impetus behind that comparison was. Apparently Scott Brown (founder of NetDevil) is a lot like me (and many others I'm sure). In 1977 both of us saw Star Wars - and it changed our lives indescribably. JGE stems from his passion for that masterpiece, but it's not the only ingredient. Hartmeyer goes on to include Battlestar Galactica as another key inspiration. Apparently the original Jumpgate development team was inspired by other shows I watched (and obsessed over), such as Space: Above and Beyond and Babylon 5.

They had me at Star Wars. With the addition of these other sci-fi franchises which I loved so much, well... The rest of the entry is chock full of inspirational goodness. If you've been sitting on the fence about this game, it might be the very thing that makes you finally say: Hells ya!


Source

JGE devs talk about death and roleplaying

Filed under: Sci-fi, Jumpgate, Jumpgate Evolution, Interviews, New titles, Roleplaying


The Vault Network recently posted a new Q & A session with Hermann Peterscheck, Producer of Jumpgate Evolution. Some interesting tidbits were revealed that I haven't come across before. When asked about role-playing potential, Peterscheck states that they want a game where the players define as much of it as possible, therefore it is very RP friendly. Case in point: there are three playable nations in JGE. While most MMOs don't allow interaction with other groups, that's not the case with JGE. Instead of forcing players into roles by creating three distinct areas, they feel that RP occurs more spontaneously when you give the players a reason to play the role as they see fit.

When asked about how they were planning to handle death penalties, Peterscheck basically sidestepped the issue. He says it will be different from JG:C, which has players lose items upon death. And they seem to be staying away from a death penalty where you drop all your stuff and lose half a level of experience, but a straightforward "this is how we're dealing with death" answer wasn't given.

There are a few more questions worth checking out, such as the prospects of crews, the classless system and home areas.

Source

Jumpgate Times Volume 1 on "newstands" now

Filed under: Sci-fi, Jumpgate, Jumpgate Evolution, Launches, News items


Jumpgate Times is a new source for all your Jumpgate Evolution info needs (just don't forget about Massively). The first edition of this slick newsletter just hit the virtual newsstands and provides readers with a nifty summary of JGE community activity, news and screen shots.

The premiere volume features an entry from Scott "Scorch" Brown's diary -- which I commented on a few days ago, and includes a very cool feature called "Jumpgate Underground" written by Awen. This mysterious lore piece is written as if it were in-game and will provide insider news about the game. Convenient wrap ups like this are always a good idea for those of us with hectic lives, so be sure to check it out.

Source

New "Name That Ship" contest at Joystick Required

Filed under: Sci-fi, Jumpgate, Jumpgate Evolution, Contests, Forums, News items

Do you like to enter contests (i.e., the Publishers Clearing House Sweepstakes)? Do you enjoy having your ideas immortalized for ever and ever and ever? If so, get your contest entry groove on and head on over to Joystick Required, the fan-site dedicated to all things Jumpgate Evolution. The fine folks at NetDevil are giving the JR community the chance to name their Octavian Light Fighter. If your entry is chosen the name will stick for the game's entire life cycle. Bragging rights are beyond description, and worth the effort of entry alone. But winners will also receive an autographed piece of concept art of the fighter.

Bounce over to the JR website and check out the official contest thread for all the details. You'll have to join the community (and you should anyway), but that's a small price to pay. Entries must follow an Avian theme (i.e., things that fly - like Hawk, Hummingbird, or Northern Spotted Wood Owl). The contest started on February 1, and will run at least two weeks. Only 3 entries are allowed per person so make sure they're smokin'. Good luck!

Source

New Jumpgate Evolution developer log from Scott Brown

Filed under: Sci-fi, Jumpgate, Jumpgate Evolution, Interviews, MMO industry


Scott Brown is one of the founders of NetDevil, makers of Jumpgate Classic, Auto Assault and the upcoming Jumpgate Evolution. In a new developer log posted on the JGE site Scott waxes philosophical on the burning question: Why Jumpgate Evolution?

OK, maybe it's not a "burning" question to everyone, but it is to me since I so enjoyed Auto Assault and actually raised a pint in an honorary toast when it came to a crashing halt last year.

In Scott's reflections on the past he says that even though AA didn't perform to everyone's expectations they still learned a lot from the experience. They took that knowledge and applied it to evolving the Jumpgate franchise into what is looking to be a spectacular space frag-fest. Additionally, Scott talks a little about the development process of JGE and reveals some insightful tidbits about how NetDevil evolved that will surely warm the hearts of even the most k001 "jaded" gamers (and there are many of those, something I've never quite understood - they're games, but that's a topic for another time). Heartfelt honestly in this industry is few and far between. Give it a read and tell me you aren't more stoked about JGE!

Source

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