ElectricThunder
Member
The classic topic of valid details and passion:
http://www.neogaf.com/forum/showthread.php?t=52397
The mission statement: http://www.ancientdomainsofmystery.com/p/mission.html
Recently though, as in today:
http://www.ancientdomainsofmystery.com/2011/11/jade-020-has-been-released.html
The full and proper changelog is such that it would blot out the sun, so if you like rockin' and rollin on the scroll wheel or page down key for a spell then by all means have at it.
You may be wondering: "Ultimate Edition: Say what?" Nobody by Biskup knows for sure, but he's gone and hinted at it apparently prior to going into the details----short version is that it would likely lesson the "eccentricities" of potential JAVA woes:
http://www.ancientdomainsofmystery.com/2011/11/bitrock-installbuilder-donated-thanks.html
Really though, it all comes down to the fact that there's Questing afoot, variety to be had, leaps of improvement made since the first public early beta doings, and it is now possible to actually beat the thing---something of a historically "difficult" thing to do in ADOM proper.
It'll damn sure be interesting to see where this crazy ride of a "vaporware" project goes between now and Biskup's next birthday---easily one of the craziest overall things in the history of video games.
http://www.neogaf.com/forum/showthread.php?t=52397
The mission statement: http://www.ancientdomainsofmystery.com/p/mission.html
Every adventurer needs a mission and as JADE is my personal adventure here is my mission with JADE:
To build the most flexible and most interesting single-player computer fantasy roleplaying game ever.
What does this mean?
JADE is all about flexibility. I strongly believe that the replayability of a game is highly determined by the flexibility it allows in the ways a player can approach the game. Specifically for JADE this means that
large parts of the game are randomly created anew each time you start to play. This minimzes repetitiveness and maximizes replay value as each game will be different from the last.
random parts and predetermined events are used in a healthy mixture. This provides for a familiar game background that people can share, defines fix points that can be used as goals for the individual player and permits players to evolve different strategies.
highly different approaches to tackling the game exist. In the end you will be able to use a combat-heavy approach, try your luck with skillful approaches, engage in intense magical studies or try all at once. Additionally you can try to make heavy use of resources for building stuff or simply try to move ahead as fast as possible Whatever your personal preference... JADE should offer a venue to experience it to the fullest.
JADE should be interesting. This means that there should be surprises lurking around every corner and I want to have enough content that people after years of playing still will be able to discover new stuff and be amazed by the depth of the game. The venerable game Wasteland here is my deepest source of inspiration - never have I seen a game that was as detailed and as imaginative, especially for its tiny size compared to todays games.
At the same time JADE should not fall into the trap of other overly complex games that require weeks of hard learning before you can get anywhere. While in my humble opinion it's perfectly ok to require years to master and win a game, you effortlessly should be able to enjoy the early game and have more than enough alternatives ahead of you to avoid any kind of frustration.
One side aspect of "interest" to me is that JADE must be a roguelike game. The most compelling feature (besides randomness) of roguelike games for me is permadeath - when your character dies, he's dead and (usually) won't come back. Especially not just because you might be able to restore an older save point in the game. Permadeath adds a peculiar edge to a game where the player has reason to fear for his character with each new challenge... this is vastly different from the endless repetitiveness so prevalent in many modern game "designs" (IMHO repetitiveness not design but rather anti-design - if you force your players to repeat certain parts of a game again and again without any real new challenge this is boredom and not good design... try harder!).
JADE is single player. I yet have to see a decent multi-player design for roguelike games and also am not much of a fan of MMORPGs so JADE is for all you out there who feel like me. You should be able to play JADE all on your own and get endless hours of entertainment out of it.
JADE is a fantasy game. I love fantasy, I breathe fantasy and I very strongly believe in a coherent, strong and unified background story that helps to ground the player in the game. No chainsaws here (except maybe if at some point a time trip gets implemented ;-) ).
JADE is a roleplaying game and as such it is all about the main character which means that you should be able to build a highly detailed character if you so are inclined. On the other hand the design challenge here is to find a way that allows casual players to quickly get into the game without being overwhelmed by miniscule details.
So here we go... this is what drives me in my quest with JADE. If you share these ideals and like these goals maybe we'll together manage to make JADE the most successful computer RPG ever... but that would be the sugar coating on the cake and not a goal in itself ;-)
See ya in Ancardia - Axes high!
Recently though, as in today:
http://www.ancientdomainsofmystery.com/2011/11/jade-020-has-been-released.html
After almost three months I'm proud to announce the release of JADE 0.2.0. This release marks a major and very important milestone for JADE in the quest to succeed ADOM.
JADE 0.2.0 is the first JADE release that I dare to call a "real game". It's still pretty limited when comparing it to ADOM content-wise but the rate of advancement is amazing to me (almost 20.000 lines of pure Java code added in 10 weeks, not counting comments and other stuff - I'll post an interesting statistic concerning that, soon). Additionally JADE 0.2.0 sports a number of features that already lift it above and beyond ADOM as those things would be pretty hard to add to ADOM. So here are the highlights of the 0.2.0 release, the detailed list comes next:
Quests that provide a "winning condition"
Addition of all the races from ADOM plus three new classes (tinkers, thieves and commoners besides fighters)
Multi-classing (yeah - very cool once more classes are there)
A construction and processing system that allows many modifications to the environment (and can be trivially extended once ideas start flowing from the community)
Many many new interaction means with the environment
About 100 new base item types as well as more than two dozen new monsters
Liquids, environmental effects, many new powers and abilities, an animation system, etc. pp.
From now on progress will be have on the content side and I hope to achieve the level of detail of ADOM in about nine months (that would make for a release of JADE 1.0.0 around my next birthday - we'll see if I am unrealistic or will manage to pull the trick).
Have fun, enjoy the game and provide feedback (I'm itching for ideas on how many things should interact and I am looking forward to proposals for interesting construction plans for things).
Besides now going back to the "release early, release often" strategy I started in JADE 0.1.0 I now will focus on fixing bugs you might discover (there has been so much new stuff that I fear there will be some ugly things I missed) as well on a little something that goes by the name of "JADE: The Ultimate Edition". I will keep you posted!
The full and proper changelog is such that it would blot out the sun, so if you like rockin' and rollin on the scroll wheel or page down key for a spell then by all means have at it.
You may be wondering: "Ultimate Edition: Say what?" Nobody by Biskup knows for sure, but he's gone and hinted at it apparently prior to going into the details----short version is that it would likely lesson the "eccentricities" of potential JAVA woes:
http://www.ancientdomainsofmystery.com/2011/11/bitrock-installbuilder-donated-thanks.html
One of the ideas behind JADE:TU is to provide an offline version of JADE that requires neither Internet access nor Java Web Start with all its various difficulties to run on your system. A good installer builder is a very important tool on the road towards that goal and I'm more than happy that I now will be able to study the details of the BitRock InstallBuilder in order to use it for future JADE:TU builds.
What I like best is that one tool now will allow me to build installers across multiple platforms (especially Windows, Linux and the Mac which should cover about 99.8% of the market) and that it no longer will be necessary to understand the details of having to install Java and all that.
Really though, it all comes down to the fact that there's Questing afoot, variety to be had, leaps of improvement made since the first public early beta doings, and it is now possible to actually beat the thing---something of a historically "difficult" thing to do in ADOM proper.
It'll damn sure be interesting to see where this crazy ride of a "vaporware" project goes between now and Biskup's next birthday---easily one of the craziest overall things in the history of video games.