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Jumpgate Evolution gets publisher

January 29, 2008

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In a press release issued today, Codemasters announced that the company will publish Jumpgate Evolution, a space combat MMORPG currently in development by NetDevil Ltd., in Europe and North America. The announcement does not reveal a release date other than “late 2008″ which confirms that the game is scheduled to ship in 2008 but nothing more.

29th January (2pm GMT) - Codemasters Online have today unveiled their next generation MMORPG set for release in 2008, Jumpgate Evolution. Developed by the US-based experienced MMOG developer NetDevil, Jumpgate Evolution is a space-based MMO incorporating all-new action style gameplay like never seen before in any previous online game.

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New Interview with Hermann Peterscheck

January 28, 2008

The Escapist recently interviewed Hermann Peterscheck, Lead Producer of Jumpgate Evolution. In interview Herman talks about his job as producer, why Jumpgate Evolution turned out as sequel rather than an expansion and how the game has evolved over time.

In late 2001 NetDevil, a small independent developer, released Jumpgate: The Reconstruction, a unique take on a then young MMOG market. The game, which would earn a devout if relatively small following, centered on intense space combat in a massively multiplayer setting, though it would remain overshadowed by larger projects with bigger budgets. Now, NetDevil is looking to reinvent its own niche with a sequel to Jumpgate called Jumpgate: Evolution, a larger and more organized effort to finally make the property both a cult and bona fide hit. We sat down with Hermann Peterscheck, Lead Producer of Jumpgate: Evolution to find out how NetDevil is planning to elevate their game to the next level.

Via TentonHammer.

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Jumpgate Evolution - AI System: Nuts & Bolts

January 16, 2008

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Over at MMORPG.com, NetDevil’s Steve Hartmeyer, programmer on their upcoming Jumpgate Evolution Space MMO, has filed a new Dev Journal entry on the game’s AI system.

“We’ve spoken a great deal in interviews and other articles about just how excited we are about Jumpgate Evolution’s AI system. It has rapidly gone from being a system intended to solve one or two things, to becoming the tool of choice to address all sorts of interrelated game issues. Although we try to maintain perspective and recognize that employing the AI system is not always the proper solution to a problem, this is truly a case where the excited kid inside each of us tends to burst out and enthuse, “We can make the AI do that! Wouldn’t that be great?” It’s simply the case that our AI system is turning out to be very capable and versatile, so it’s extremely tempting to make quite extensive use of it …”

Full story.

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Interview with Hermann Peterscheck on JGE

January 16, 2008

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This one almost slipped through. RPGVault had a chance to sit down with NetDevil’s Hermann Peterscheck who is the producer on Jumpgate Evolution, the successor of NetDevil’s space combat MMO. In the interview they talk about the origins of Jumpgate, how they came up with the idea for its successor and the state of development.

“In 1997, the three co-founders of NetDevil started part-time work on Jumpgate, which was based on this scenario. The massively multiplayer online space flight and combat game was released in 2001. It proved resilient as well, surviving to this day despite its publisher ceasing operation shortly after launch. Furthermore, the studio is reaching out into the space again with Jumpgate Evolution, which is currently targeted to debut in the second half this year …”

Related story.

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Jumpgate Evolution Dev Journal: Flight Dynamics

January 9, 2008

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In an article posted at MMORPG.COM, NetDevil Programmer Steve “Istvan” Hartmeyer talks about flight dynamics in their upcoming MMORPG, Jumpgate Evolution.

“Jumpgate Evolution owes the basis of its flight engine to NetDevil’s first product, Jumpgate. Arguably a unique feature, the Jumpgate flight engine allowed the game to be distinguished as an online spaceflight simulator, rather than a run-of-the-mill MMORPG, which were only then (in 2001) beginning to be churned out by a nascent industry. Jumpgate’s distinguishing element was that, as in prior spaceflight and combat games such as Elite, the Wing Commander series, the X-Wing series, Freespace, and Alliegiance, the player directly pilots their ship, often with a joystick instead of a mouse. …”

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Jumpgate Evolution Official Site goes Live

December 20, 2007

Today marks the launch of the official Jumpgate Evolution Website. The launch is accompanied by a barrage of brand new media including screenshots and a video. NetDevil also released new features and has opened the gates to the official forums and the galactic database. This is an exciting day for fans of the space MMO.

Check out the site.

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A Day in the Life of Awen

December 7, 2007

“Who is Awen?” you may ask yourself. To clarify things, Awen is the new community manager for Jumpgate Evolution and she was kind enough to share a day in the life of a community manager with us. Pretty interesting and funny read. But I have to admit that I kind of shuddered when reading the part about the daily two-hour drive to the office.

Hop over here to read the full story.

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Jumpgate Evolution Dev Journal - Accessibility

December 6, 2007

jumpgate-evolution-alpha-build2007-06-19_1024x768-02.jpg“Things should be made as simple as possible, but not any simpler.” - MMORPG.COM featured a new episode of the Jumpgate Evolution Developer Journal by Producer, Hermann Peterscheck, who talks about accessibility in video games in general, and it’s influence on the design and development of the Jumpgate MMO sequel.

“One of the biggest barriers to entry into any activity is the amount of effort it takes to understand it. The quote by Albert Einstein is telling because although Einstein’s theories are immensely deep and rich they are relatively simple to understand. We have spoken a lot about accessibility in games and I think it might be a good idea to be a bit more specific about what that means. Accessibility, just like simplicity, is not about making things “dumb”, insignificant or even uninteresting; nor is it about removing depth or complexity …”

You can read the full article at MMORPG.com.

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New Details on Jumpgate Evolution

December 2, 2007

Jumpgate Evolution Alpha Screenmmorpg.com has recently hosted another developer chat with members of the Jumpgate Evolution development team. Jumpgate Evolution is developed by NetDevil. During the chat session a couple interesting details have been unveiled.

The flight model for example will be greatly simplified from the original to make the game more accessible to new players. Speaking of Views, Jumpgate Evolution will feature cockpit view (1st person view) as well as ship views (third persion). The server infrastructure is going to be shard based which means multiple servers as opposed to the single server approach employed by Eve Online where all subscribers have to play one a single server and there are plans to localize the game for different countries. The game is going to feature different factions that players can join namely the Quantar, the Solrain and the Octavius. The developers would also like to implement some kind of player driven economy.

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Jumpgate Evolution - AI

November 19, 2007

MMORPG.COM posted another issue of the Jumpgate Evolution Developer chat with Lead Producer Herman Peterscheck. This time Herman shares his thoughts on the implementation of the AI in the NetDevils upcoming space MMO. Being a programmer myself I found it quite interesting that it is planned to run the AI code on it’s own dedicated server in order to improve scalability which also means that it’s going to be be harder for the rest of the engine to interface with the AI.

“SAL-9000: “Will I dream?”
“Dr. Chandra: “Of course you will. All intelligent beings dream. Nobody knows why.”

I can distinctly remember this scene from 2010; and it is a most amazing moment in a Science Fiction movie, I find. Amazing not only because it shows some kind of sentience in a machine (we got plenty of that in 2001), but because of the response. Nobody knows why. When you consider how things in games work, that mantra comes up over and over again. Most things in games are the result of nobody knowing why. Why is that wonderful thing that happens when all the pieces come together and things just seem to work. It’s a moment we all work for. It’s a moment we all hope for. It’s what games are all about …”

You can read the full article at MMORPG.com.

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