Candy for your eyeballs…
Yeah, I’m well beyond apologizing for not updating the website as much as it should be- priorities, people! But I figured it was time to blog and show off some screenshots of what’s going on in the development of Epic Frontiers…
For starters, a demo was hosted in November and December, to generally positive feedback from the interested parties who participated. Being conservative with a team that is new, they’re holding off for a larger slice of the world to play in, which we’re happy to oblige with. This is normal business stuff, and I can’t go into any more detail than that, but in the meantime, there are plenty of other details we can go into:
As you can see, our art style is coming along very nicely, and even in this older shot you can see a few of the new style icons replacing my own stick-figure placeholders. The scene is an early layout for the caravan tents that occupy several corners of the old city of Ris’Hebbik, holding items for sale from all over the planet of Chi’Hamak, not to mention elsewhere.
With the demo, we created not only a small portion of the game, but we chose an area that would be very hard on our team- one of the cities. Development-wise, this is a baptism by fire, a stress test of our team’s ability to accomplish big things. Because, let’s face it, an MMO is a big thing!
We hit some crunch, as evidenced in my last blog, and that lasted for a few weeks, along with intensive meetings and work, and we were able to host the small zone for play, resulting in the second paragraph of this here blog. While we awaited that feedback, we relaxed a bit, since the holidays were upon us, and we applied lessons learned from that battle so that our asset pipeline was easier on us moving forward. Off the top of my head, we had close to a dozen changes to the way we approached the art pipeline across every discipline, from concept, modeling, texturing, animation, all the way through to placing those assets in the game. There were also loads of lessons learned on the development end in regards to database work, the server, coordinating meetings and people, and so on, etc.
But in the end, it was worth it and we had a demo that, while not as great as we could have ever hoped (I think every developer has that moment when putting something out the door for a deadline: “wish I had enough time to do more with XYZ”), was enough to get noticed and let us know that we’re not the only ones that think we’re on to something.
So, where are we now? Here’s a quick shot of some terrain painting for the Ris’Hebbik zone:
The zones are approximately 2km x 2km each, which makes for a huge amount of terrain to cover in the game- not to mention populate, but those are some of the lessons we’ve learned during the demo. The areas pictured above are mossy, rocky hills surrounding Ris’Hebbik used by local farmers to graze their shank goats (when not being run off by the larger and less mild-mannered Bony Chargers).
The next Epic Frontiers blog will cover our particular zoning functionality and show off the new Ris’Hebbik layout, as well as some development shots of the neighboring zones. Stay tuned!




