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Volcano area concept art by Ricky Ho.[1] [2]

We are a high fantasy game... That means that outside of the traditional sorts of environments you're going to start seeing some pretty crazy and wild stuff that will also change based on seasons.[3]Jeffrey Bard

Alpha-1 Oasis environment preview.[5]

This is a second one of two of the large water oasis areas that we incorporated into the tropics biome.[6]Michael Bacon

Hay aproximadamente 18 biomas (entornos) en Ashes of Creation.[6]

We just wanted to represent just about every biome type under the sun really and just have enough diversity over the world that like when you went from area to area , you really just got a contrast of different biome types.[7]Michael Bacon

Ashes of Creation tendrá una mayor fidelidad gráfica que la mayoría de los juegos occidentales. No será demasiado estilizado ni "caricaturesco".[8]

We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[8]Steven Sharif

It's not to say that people can't do steampunk well. I've enjoyed some steampunk stuff. I'm a very high fantasy oriented type of storyteller; and the inspiration for Ashes obviously comes from my pathfinder campaigns that I ran long ago; and those are always set in a high fantasy world. So it just compromises what I believe is the perspective of the storytelling in the environment.[9]Steven Sharif
We do not use AI for production, except in unique internal cases when communicating fast reference material.[10]Steven Sharif

Climatología

Ashes of Creation Estaciones in the Riverlands.[11]

Part of the triggers that can create seasonal change is not just time related for each of our biomes, but they are also indicated by events that occur on the server. Whether that be certain raid bosses forming, or a relic being acquired by a particular node and being activated to change potentially the weather out of a winter state into a spring state: and the reason why a node might have interest in doing that of course is because weather and the seasons also affect skills and abilities.[12]Steven Sharif

Algunos entornos (biomas) tienen climas fijos, mientras que otros son variables.[11][13][3]

During those weather events, the area of effect that the event is occurring in will likely have its climate descriptor overridden by whatever the event is specifically. So tornadoes might be windy, blizzards might be cold. And if an arctic dragon comes into a temperate climate it brings the cold weather with it; and that can be interacting with skills and abilities or other functions like farms.[15]Steven Sharif
  • Habrá tiempo dinámico de intensidad variable.[11][16]
    • Por ejemplo: De llovizna a tormenta, o de ventisca a nieve.
There are climate effects that occur from a buff standpoint. They can also affect skills like, let's say you're using a frost bolt in a winter climate. There's the ability for those effects to be enhanced and/or stronger in those climates.[18]Steven Sharif
They affect crops and gatherables, vehicles, and mounts, ships, creatures; and loot tables change: their behaviors might change. Resistances and weaknesses or synergies might be relevant in certain seasons or weather systems. Targeting might change the AoE radius might grow for a fire effect if you're in the middle of summer, or it might shrink if you're in the middle of a storm.[12]Steven Sharif

Estaciones

Ashes of Creation Estaciones in the Riverlands.[19]

Seasons affect much more than just the world around you on Verra. They will also change a variety of mechanics from skills and abilities to crops and gatherables.[19]

Las estaciones afectan a diferentes zonas (entornos/biomas) en función de su ubicación en el mundo.[20][21]

Winter might have a spawner that activates on a road that spawns at large fallen tree and players who see that will have an opportunity to go up and exert some type of one-time action that helps in removing that tree and it might require X number of people to do that before the tree gets removed; and that as an example is not beneficial for the transit of goods because as caravans require- well they don't require but they move better on roads and if that tree were present let's say blocking a road that led to a bridge per-se that they would have to off-road.[21]Steven Sharif
  • Diferentes estaciones pueden afectar al acceso a distintos caminos.[14][23][21]
    • Los pasajes abiertos en verano pueden cerrarse en invierno.[21]
    • Los efectos estacionales pueden provocar obstáculos o bloqueos en el tránsito de mercancías en caravana.[14][23][26]
    • El agua se convierte en hielo en invierno, permitiendo a los jugadores caminar sobre el mismo, pero bloqueando el acceso a lo que hay debajo.[21]
      • El hielo hará que los caminos estén llenos de baches y resbaladizos.[27]
    • Los desarrolladores hablan internamente de las inundaciones estacionales, pero no estarán presentes en la Alfa-2.[28]

Seasonal events

Calendar Events can be seen as holiday-related celebrations or other seasonal content. Imagine these Events as things you may experience annually, based on the cultures within the world. Some of these may derive from the seasons, and how the nodes in those areas are affected by them. These will most often be server-wide and provide unique content for a specific duration of time during the calendar year.[29]

Calendar events (seasonal events/holidays) in Ashes of Creation can be in-game events or they can relate to the real-world in some way.[30][31][32]

  • Events are not a direct parallel with real world events. Instead, there will be in-game lore behind seasonal events that can relate to the real-world in some way.[30][31][32]
  • Certain calendar events will incorporate the cultural identity of the various character races.[33]
Part of the things that they're working on is creating a lot of cultural identity for these character races and how we can bring about these calendar events from the perspective of each individual race. That's something that I think is going to be really helping identify or giving identity to each of the character races.[33]Steven Sharif
  • Seasonal events in-game may not exactly align with real-world seasons due to the different in-game seasonal cycle.[34]
Will seasonal events in the real-world align with the seasonal rotation in the game world? And I think in that sense probably not. That's going to require a little bit of suspension of disbelief in understanding that. But it's also fair that in-game events do not need to be perfectly cyclical like let's say seasonal events are in the real world. They could have a non-uniform cycle associated with them... There is something to be said for having that represented in the game as long as it's immersive; as long as it's contextualized within the story and the world and the universe that we've created; and isn't a direct homage to Santa Claus in the real-world, just to use a prime example of something.[34]Steven Sharif
  • Holiday events are not going be "campy" or immersion-breaking.[30]
We have a lot of ideas on how certain real-world holidays can be contextualized within the game world and seem fitting.[30]Steven Sharif

Events may bring seasonal change.[14][21]

Alpha-0

Alpha-0 río que atraviesa el centro del mapa.[35]
Alpha-0 llanuras aluviales environment.[36]

Hay cuatro entornos (climas / biomas) en el mundo en el Alpha-0.[35]

  • Llanuras inundadas
  • Bosque
  • Desierto
  • Montañas nevadas

La Alpha-0 tiene un entorno bioluminiscente en el Reino Subterraneo .[39]

One of the important aspects of color play is going to be the distinguishing factor between different Underrealms and the regions that exist in the world: Their color influences set them apart from different regions.[40]Steven Sharif

Day/night cycle

Template:Day/night cycle

Oscuridad

Pre-alpha Mage's detection utility skill casts light and reveals magical explosive hazards.[41]

How deeply we take this though is really going to come down to how much fun it actually is, which we’re still in the process of discovering. As long as we can nail some interesting mechanics, and it’s not more frustrating than fun, make sure you bring your torch.[42]

La oscuridad como obstáculo ambiental está siendo considerada como parte de la mecánica del juego.[43][42]

  • Los desarrolladores solicitan opiniones sobre la intensidad de la iluminación y la oscuridad que estarán presentes en el Alfa-2.[44][43]
In more survival oriented games you're expected to have really dark night times because you utilize instruments like torches and lights that can be present, but when you think about an MMORPG and you think about the types of player numbers and player count you're expected to have in certain locations and dungeons, you need to be able to accommodate those types of visibility lines and those mechanics around that large multiplayer environment. So when you guys are giving feedback think about whether or not you want the outside night time to really be very dark, or if you want that to be reserved for specific locations in game, like certain dungeons and towers where we can utilize mechanics like different types of lighting mechanisms in order to facilitate that more dark feel.[43]Steven Sharif

Elementos

Habrá elementos (como Aire, Fuego, Agua, Rayo) en Ashes of Creation, cada uno con sus propias resistencias.[45][46][47]

  • Los elementos pueden tener más influencia en determinadas estaciones y climatologías. Por ejemplo, las habilidades de escarcha pueden ser más potentes en invierno. Esto afecta tanto al PvE como al Pvp.[18][49]
  • Puede haber líneas ley y lugares mágicos fuertes en el mundo que cambien o alteren la forma en que funcionan los hechizos.[50]

We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different.[49]Steven Sharif

We want to get a nice spread of abilities that that are influenced by what's going on your zone.[49]Jeffrey Bard

Monumentos/Puntos de interés

200 foot tall Pyrian statues in Alpha-1.[51]

Los puntos de interés están repartidos por todo el mundo, lo que permite a los jugadores determinar su posición en el mapa.[51]

From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[51]Steven Sharif

Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[51]Mat Broome

Reino subterráneo (Underrealm)

Alpha-0 Reino subterráneo (Underrealm) environment.[52]

One of the aspects of the Lore behind the Tulnar was that in the pantheon of gods that exist- having foretold the future through the Goddess of Fate to the Goddess of Creation- these areas in the Underrealm were created in to allow for refuge for which the gods knew would be left behind that couldn't make it to Sanctus. So that was a pre-thought there in the creation of the Underrealm to facilitate that realm where refugees could seek.[53]Steven Sharif

Alpha-0 Underrealm Sharptooth cat mob concept art.[52]

We plan to have the Underrealm really pervasive throughout the game itself, a part of the open world. It will introduce some unique elements such as the type of monsters you see, the type of crops you can grow and houses you can have.[54]Steven Sharif

El Reino subterráneo es un entorno rico donde la bioluminiscencia abunda entre la fauna y la flora que allí convive. Estas cavernas profundas y valles subterráneos, ofrecen nuevos destinos para el desarrollo de civilizaciones. Llevar el sistema de nodos a las profundidades del mundo podría despertar a criaturas más oscuras que las de las superficie.[55]

  • Se calcula que el Reino Subterráneo tendrá un área de 100 km2.[56] No será un espacio adyacente a todo el mapa del mundo. Habrá zonas que estarán bloqueadas por abismos y otros accidentes geográficos.[57][58]
The expansiveness of the Underrealm itself is quite large. It does persist across across a lot of the playable game area that's above ground. So there are alternatives in the Underrealm for passages and traversal throughout the world.[59]Steven Sharif
  • La ubicación de las entradas al Reino Subterráneo desde el mundo está ubicada alrededor de zonas de "cuello de botella" que existen en la superficie. Esto garantiza una serie de rutas alternativas subterráneas que pueden ser usadas por las caravanas, raids, y otras actividades de los jugadores.[57][58]
The Underrealm is intending to be bespoke segments of Underrealm territory that are available around areas of choke-point in the world map that are above ground, which are provided for caravan transit across the world. So those caravans as they're approaching these choke-points on land, they will have alternate route options to go down into the Underrealm and to try to traverse that space, as opposed to the choke-points.[57]Steven Sharif
  • No todas las entradas al Reino subterráneo estarán abiertas todo el tiempo. Estas pueden variar dinámicamente (basadas en la fase del nodo) provocando que se abran nuevas rutas, pudiendo ser más o menos peligrosas.[58]
  • El Reino Subterráneo tiene especies acuáticas que viven en el interior de piscinas.[60]
They are not the most friendly.[60]Steven Sharif

Environment

El territorio del Reino subterráneoson inmensos.[61]

One of the important aspects of color play is going to be the distinguishing factor between different Underrealms and the regions that exist in the world: Their color influences set them apart from different regions.[40]Steven Sharif

Las estaciones sobre la superficie afectarán al Reino subterráneo (Underrealm).[61]

  • No será una concordancia de uno a uno: por ejemplo, no nevará en el Reino Subterráneo.
  • Las inundaciones de los túneles y otros efectos estarán relacionados con el clima en la superficie.

The seasons above ground will inform what happens underneath. I mean, it's not going to be a direct one-to-one correlation right, not like it's going to be raining in the underworld, but you will see the effects from above happen down below: You might find tunnels being flooded.[61]Jeffrey Bard

Nodos costeros/islas

Pre-alpha naval concept.[63]

There will be healthy amounts of sea content within the coastlines of the continents that does not fall into the "open sea" area.[64]Steven Sharif

Habrá nodos a lo largo de la costa y en las islas.[65]

  • Estos nodos tendrán influencia y habilidades específicas orientadas al agua, servicios y misiones que tienen relación con el mar.[65]
    • Hay una buena cantidad de contenido marino dentro de las zonas de costa de los continentes que no cae en la zona de mar abierto.[64]
  • Los nodos costeros cambianlas "tablas de generación" del contenido acuático cercano, y pueden accionar eventos específicos.[66]
  • Los puertos en los nodos costeros tendrán misiones relacionadas con el océano y las islas cercanas.[66]
  • Será posible asediar un nodo costero por mar.[67]

Las cadenas de islas son par del contenido naval de Ashes of Creation .[68][69]

Contenido submarino

El contenido submarino será accesible, no farragoso.[72]

Se pueden obtener tesoros pescando y explorando el contenido naval.[75][76]

Nodos bajo el agua

Los puntos de interés bajo el agua que tengan estructuras de PNJs podrán asemejarse a ciudades, pero no serán nodos.[77]

  • No habrá nodos bajo el agua o en la superficie del mar.[65]

Escenarios destructibles

En Ashes of Creation, los escenarios destructibles son un elemento central de la interacción de los jugadores con el mundo.[79][80]

We want destruction to be a very core element of how players make their way through the world.[80]Steven Sharif

Habrá formas de reparar estructuras destructibles (como muros y puertas) también de reparar (o volver a fabricar) armas de asedio dañadas durante los asedios.[81]

Videos

Ver además

Referencias

  1. Transmisión en vivo, 2021-09-24 (1:08:43).
  2. steven-volcano-guy-quote.png
  3. 3.0 3.1 Transmisión en vivo, 2017-06-01 (29:33).
  4. verran-environments.png
  5. Transmisión en vivo, 2021-06-25 (55:39).
  6. 6.0 6.1 Transmisión en vivo, 2021-01-29 (21:55).
  7. Transmisión en vivo, 2021-06-25 (53:15).
  8. 8.0 8.1 Entrevista, 2018-10-20 (2:17:43).
  9. 9.0 9.1 Transmisión en vivo, 2023-03-31 (1:17:42).
  10. 10.0 10.1 steven-AI-artwork.png
  11. 11.0 11.1 11.2 11.3 11.4 11.5 Vídeo, 2022-05-27 (2:21).
  12. 12.0 12.1 Vídeo, 2022-05-27 (9:34).
  13. 13.0 13.1 Transmisión en vivo, 2017-07-18 (36:47).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 Pódcast, 2021-04-11 (23:36).
  15. 15.0 15.1 Transmisión en vivo, 2022-02-25 (1:05:37).
  16. Transmisión en vivo, 2017-07-28 (41:25).
  17. 17.0 17.1 17.2 17.3 Transmisión en vivo, 2022-05-27 (1:14:46).
  18. 18.0 18.1 18.2 Transmisión en vivo, 2020-09-30 (1:04:56).
  19. 19.0 19.1 Twitter - Seasons.
  20. 20.0 20.1 20.2 Transmisión en vivo, 2022-04-29 (56:24).
  21. 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 21.8 Transmisión en vivo, 2017-05-08 (20:27).
  22. 22.0 22.1 Transmisión en vivo, 2018-09-27 (41:33).
  23. 23.0 23.1 23.2 Transmisión en vivo, 2020-06-26 (1:29:06).
  24. Transmisión en vivo, 2019-07-26 (1:32:40).
  25. Transmisión en vivo, 2022-09-30 (1:25:56).
  26. Our immersive world - Environments.
  27. frosty-roads.png
  28. Transmisión en vivo, 2022-06-30 (1:10:19).
  29. Types of Events on Verra.
  30. 30.0 30.1 30.2 30.3 Transmisión en vivo, 2022-04-29 (36:51).
  31. 31.0 31.1 Entrevista, 2018-10-20 (7:31).
  32. 32.0 32.1 Transmisión en vivo, 2017-05-10 (40:36).
  33. 33.0 33.1 Transmisión en vivo, 2022-04-29 (38:05).
  34. 34.0 34.1 Transmisión en vivo, 2022-04-29 (50:49).
  35. 35.0 35.1 Transmisión en vivo, 2017-10-16 (11:41).
  36. Transmisión en vivo, 2017-10-16 (11:51).
  37. Transmisión en vivo, 2017-10-16 (12:08).
  38. Vídeo, 2018-01-22 (0:01).
  39. Transmisión en vivo, 2017-12-15 (1:36:53).
  40. 40.0 40.1 Transmisión en vivo, 2018-01-18 (14:00).
  41. Vídeo, 2017-02-07 (0:02).
  42. 42.0 42.1 Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  43. 43.0 43.1 43.2 Transmisión en vivo, 2022-12-02 (53:01).
  44. Transmisión en vivo, 2022-12-02 (1:08:06).
  45. 45.0 45.1 Entrevista, 2020-07-18 (1:05:04).
  46. Transmisión en vivo, 2017-05-24 (27:47).
  47. 47.0 47.1 Transmisión en vivo, 2018-04-8 (PM) (26:19).
  48. Vídeo, 2022-09-30 (15:28).
  49. 49.0 49.1 49.2 Transmisión en vivo, 2017-06-01 (20:23).
  50. Transmisión en vivo, 2020-06-26 (1:32:16).
  51. 51.0 51.1 51.2 51.3 Transmisión en vivo, 2018-08-17 (10:01).
  52. 52.0 52.1 52.2 Ashes of Creation - The visuals.
  53. Entrevista, 2018-10-31 (6:00).
  54. A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
  55. Kickstarter $1,750,000 Stretch Goal Unlocked, 13 May 2017.
  56. Entrevista, 2018-08-17 (10:43).
  57. 57.0 57.1 57.2 Transmisión en vivo, 2022-08-26 (53:26).
  58. 58.0 58.1 58.2 Transmisión en vivo, 2020-10-30 (1:19:13).
  59. Entrevista, 2018-10-31 (5:43).
  60. 60.0 60.1 Transcripción, 2022-11-05 (10:46:47).
  61. 61.0 61.1 61.2 61.3 61.4 Transmisión en vivo, 2017-06-01 (24:30).
  62. Entrevista, 2018-08-17 (8:57).
  63. Transmisión en vivo, 2018-08-17 (58:53).
  64. 64.0 64.1 steven-stream-clarifications-august-2022.png
  65. 65.0 65.1 65.2 Transmisión en vivo, 2018-04-8 (PM) (1:01:28).
  66. 66.0 66.1 Entrevista, 2020-07-19 (48:05).
  67. Transmisión en vivo, 2017-05-19 (37:51).
  68. Transmisión en vivo, 2017-05-17 (30:53).
  69. Kickstarter - We Just Broke $1,500,000!
  70. 70.0 70.1 Transmisión en vivo, 2020-07-31 (1:42:41).
  71. Transmisión en vivo, 2021-01-29 (1:00:57).
  72. Transmisión en vivo, 2017-05-19 (38:46).
  73. Transmisión en vivo, 2020-09-30 (55:39).
  74. Transmisión en vivo, 2022-10-14 (30:12).
  75. Pódcast, 2021-04-11 (36:43).
  76. fishing.jpg
  77. Transmisión en vivo, 2018-04-8 (AM) (18:29).
  78. Vídeo, 2021-05-28 (23:45).
  79. Transmisión en vivo, 2022-03-31 (1:13:00).
  80. 80.0 80.1 Transmisión en vivo, 2019-06-28 (31:15).
  81. Transmisión en vivo, 2021-05-28 (1:04:29).