QOTW Extract - Progress, Crafting, Equipment Slots
December 14, 2007
In this weeks installment of the Question of the Week, Fallen Earth Community Manager Moonshadow has a few new details for us. Here’s the Scoop:
- Locations Progress: Currently there are around seventy towns or major encounter areas that have been laid out with around fifty that are functionally complete in terms of content (not polished, just functional)
- Mission Progress: There are currently almost three thousand missions implemented and the database contains around 3500 items.
- Current Focus: This week they’re working on New Flagstaff, Thorne’s Bluff, Last Stop, Dieseltown, Docuer’s Court, and Aesterly.
- Earning Crafting XP: The experience points gained through crafting are based on the level of the item produced compared to your character level. High level characters don’t get anything for making low level items. Thus players are encouraged to work continually on keeping their tradeskills up, and high level players can’t get free experience points by making cheap low level items. Certain basic recipes are available from factions to a point, and those recipes may not be available to everyone in a given faction. Players will have to go looking for certain rare recipes to make some items, or deal with their faction allies. Also, the time requirement for being a dedicated crafter comes not so much from finding the recipes (as long as your faction is competent in that skill, otherwise you may have to go far afield to find recipes) as finding all the components you need to make an item. In the later stages of the game, finding the components you need, like hunks of Pristine Titanium or a Pure Shiva Sample, can be a real issue, so players will spend a lot of time picking through scrap, mining, or salvaging parts from finished items.
- Equipment Slots and Combat: Players can have up to six weapons in slots at any given time, and can switch between them using CTRL+mousewheel to cycle through them or by clicking directly on the weapon on their character. This means weapon changes are not instantaneous, but rarely take more than a second or so. Changing the armor requires having the gear window and inventory open so you can drag armor from one window to another.
QOTW Extract - Video, PVP and Mission markers
December 7, 2007
In the latest issue of the Fallen Earth Question of the Week thread over at the official Forums, Community Manager Moonshadow gives us an update on a couple topics requested by fans. Here’s the rundown:
- New video: The process is on hold for the time being. They’ve looked at the resources and the deadlines and decided to focus on producing more game content rather than advertising.
- About a 25-35% of the game territory is zoned for PvP conflict. Outside of these areas the LifeNet collars worn by the characters will not allow them to harm each other.
- They’re hoping to have an achievement (badges or notes of achievement) system in for launch, but it’s on the backburner currently.
- NPCs who have a mission available that you can accept have a yellow biohazard symbol over their heads. If you cannot accept the mission because you do not meet the level, faction, stat, skill, or other requirements, you will not see the biohazard symbol.
Fallen Earth to be Hosted by GNi
October 31, 2007
Icarus Studios has announced that they have teamed up with GNi Games and Digital Media, where GNi will provide infrastructure services in conjunction with Icarus Studios’ services.
Original Press release:
Icarus Studios today announced that it has entered into a long term partnership agreement with GNi Games and Digital Media (formerly Online Game Services Inc.) which leverages GNi’s “pay-as-you-grow” high-grade infrastructure services to enhance Icarus’ capability to offer customers a complete resource center for the design, creation, and deployment of online initiatives. Icarus Studios helps clients launch online virtual worlds, MMOGs, simulators, and 3D collaborative and educational products, all with a unique combination of next generation technology and services …
[Source]
Tags: Fallen EarthFallen Earth Attracts Attention at Austin Game Developer’s Conference
September 11, 2007
The Fallen Earth™ team, headed by Lead Game Designer Lee Hammock and Lead Engineer Colin Dwan, was constantly busy doing interviews and demos throughout the two-day show. We showcased the game in the Icarus Studios booth as a technology licensee. Fallen Earth also offered several scheduled live, in-game voice demos using Vivox technology which participants enjoyed.
[Source]
Tags: Fallen EarthFallen Earth Gen Con Team Gets MEAD!
August 30, 2007
“We just received this photo from Shaun Dean (on the left) with Lead Game Designer Lee Hammock in the Fallen Earth exhibit at Gen Con Indy. You’ll notice between these fellows is a basket with four bottles of home-brewed Mead as a thank you from Shaun (DarkTreader) and his thoughtful mom, Karen Dean (Taelanna). We appreciate the gift and our thanks go out to Shaun and Karen for their kindness, and for their support of Fallen Earth!“
[Source]
Tags: Fallen EarthInterview with Fallen Earth Lead Game Designer, Lee Hammock
August 29, 2007
Having spoken to both Vivox about their VOIP technology and Icarus Studios about their middleware solution we had a quick chat with Lee Hammock, Lead Game Designer for Fallen Earth, which uses Icarus middleware for its development. The game is set in a post-apocalyptic North America and is at the time of publishing, without a release date. [Source]
Tags: Fallen Earth, Interview



