PDA

View Full Version : Dev Blog: November 15 2018 - The Demo Is Live!



Citan
11-15-2018, 08:28 PM
I wanted to give you an update on our plans for near-future game updates. But first, let's talk about the demo!

Project: Gorgon Demo Is Available!
We're happy to announce that the "demo" version of Project: Gorgon is available. This has taken a while, but we knew it was important for this game. Project: Gorgon is pretty unusual, and you can't really tell if it's going to be your thing until you try it. So now you can! (You can download it from our Steam store page here (https://store.steampowered.com/app/342940/Project_Gorgon/) -- just click "Download Demo" on the sidebar.)

I wanted to make sure the demo encompassed more than just the tutorial area, to really give demo users a feel for how the game plays. So the demo lets players explore Anagoge (the newbie island), Serbule, and Serbule Hills, as well as most of the dungeons in those areas. Demo characters can unlock new skills as usual, and they can raise any of their skills up to level 15. This gives demo'ers a broad sampling of the game's content to explore. Once they buy the actual game, demo characters automatically become "real" characters without any restrictions, so it's quick and painless to transition from the demo to the regular game.

We also worked hard to prevent "demo abuse". Since players could theoretically create as many demo characters as they want (limited only by the number of Steam accounts they want to create), there are a lot of potential abuse scenarios, such as harassment, market-manipulation, muling, even power-leveling. (Power-leveling? Really?! Yes... at least, in limited forms. Imagine someone using a bunch of demo characters to play music for their main character's garden -- that's technically power-leveling, since music makes plants grow faster!)

Let's go over the CANs and CANNOTs of the demo. Demo users:

CANNOT join a guild
CANNOT trade with other players
CANNOT send or receive money via /tip
CANNOT pick up items dropped on the ground (except items they themselves dropped)
CANNOT milk other players (or be milked, if they become a cow)
CANNOT listen to poetry orations or recite poetry
CAN unlock and use regular storage
CAN sell items at vendors, but CANNOT buy other players' used items
CANNOT buy consignment items or place their own consignments
CANNOT purchase from player stores or open their own stores
CANNOT play any instrument, but CAN listen to performances
CANNOT place or complete player-work-orders
CANNOT use deployed gadgeteering items such as vending machines and rafflers
CAN add friends (it prompts the other player to confirm, as normal)
CAN join hunting groups (and can chat in hunting group chat)
CAN speak in Local chat, and in Group chat (when they're in a group)
CAN speak in a new chat room called Demo
CAN listen, but CANNOT speak, in all other chat rooms (including Global, Trade, and Help)
CANNOT send private messages (PMs) unless both the sender and recipient are in the Demo chat room (see below)


We want to let our amazing community help Demo players if they get stuck or have questions, but it has to be easy to opt in and out. That's why we've tied private messages to the new Demo chat room. If you want to help Demo players, simply join this chat room. (Right-click a chat tab, choose Edit Chat Tab, and add "Demo" to the tab's channels. Or you can type /join Demo to quickly create a new chat tab for it.) While you're in the Demo chat room, you'll also be able to communicate via PMs with demo users. If you leave the Demo room (by closing the Demo chat tab), demo users will be unable to PM you further (and vice versa).

Demo users are still bound by the same code of conduct as regular players, and demo users that are abusive will be gagged or banned as usual. And you can always use /ignore to ignore obnoxious users. But since it's so easy to create new demo characters, we wanted this extra layer of abuse-protection for our community. To sum up: If you're happy to help demo users, join the Demo chat room. If it becomes too distracting, just leave that chat room.

No design is ever perfect on the first try, so I'm sure we'll need to tweak these rules after we see what problems demo users run into. But I think this is a good first version.


Upcoming Game Improvements
We've talked before about the next big engineering task, which is rewriting the animation code to use Unity's newer 'Mecanim' system instead of our current home-brewed system. This coding work has been outsourced to our partners, who are developing it in a separate code branch. Unfortunately, it's taking longer than anticipated, and I'm not yet sure when the new animation system will be ready to integrate into the game. That also means horses are delayed, because the mounts need Mecanim.

In the mean time, we're working on other parts of the game: improving the UI, fixing bugs, adding missing content, and revising game systems. Plus adding a few more new game systems to keep it interesting.

Improving the UI
The next update has some iterative improvements to the UI. For instance, it seems that a lot of players never find the "More Info" feature for items. (You currently find it by right-clicking an item and choosing 'More Info', and it can tell you things like who to gift the item to... no note-taking necessary!) I'll be adding an alternative way to get to that info so that it's easier to discover.

More substantively, there's a new little feature called Practical Summoning. This is designed to make it a little easier to manage crafting ingredients. I can't count the number of times I've been trying to craft something and realized I forgot an ingredient and have to run and get it from storage.

Once your character masters Practical Summoning, there's a new button in the crafting window to summon missing ingredients. (As shown by the "Summon..." link in this in-development screenshot.) Clicking that button lets you summon items from nearby storage areas -- all the storage in the current town you're in, more or less.

https://i.imgur.com/ocpRiW6.png
https://i.imgur.com/TWXt7K5.png

There are a few caveats -- namely, it only works on fixed ingredients, not ingredients that you drag and drop into recipe slots. And it can't help you put stuff away after you're finished crafting. But I'm enjoying it and I think it'll be a nice little quality-of-life improvement. You'll be able to learn this trick from a mantis in the casino -- it costs a few thousand Councils and requires Teleportation level 12.

The next update also fixes a bunch of annoying UI bugs, and there are some other new UI features that I don't want to talk about yet (because they may not work out... they're still being prototyped as I write this). And there are, of course, many more UI improvements to come in the future, too.

Fleshing out Content
Over the next few months we'll be taking a look at the higher-level areas: Kur, Ilmari, Rahu, and Gazluk. These areas all need more points of interest, more things to discover, most stuff to do! There are also a bunch of unfinished NPCs in these areas, and even entire storylines that just haven't made it into the game yet, plus some missing dungeons (a few larger ones, but mostly smaller soloable ones).

Some areas will also see heavy revision for technical reasons. In particular, the terrain of Rahu will probably need to be remade. It was created via a different method than the other outdoor areas, as an experiment. We'd hoped this new method would work better than it did. (But hey, that's what experiments are for.) We'll be revising it to use the technique we used in other outdoor areas.

I'm not sure what new content will be in the very next update yet (if any!). But I wanted to give you an idea of what we'll be working on for the next couple of updates. (Plus, of course, there's the Christmas event! It will be based on last years' alpha event, but with more stuff.)

Revising Game Systems
This game has a lot of game systems. A LOT of game systems. Many are pretty nicely fleshed-out, but some are basically just prototypes that need a lot of revision. I have a long list of systems that need to be improved. Some of those systems include mushroom farming, "dangerous improvement" recipes, guild features, and several combat skills.

Some of these things just need tweaks and refinement, while others may go back to the drawing board entirely.

Note: All This Will Take Several Months!
I don't want to give the idea that all of this stuff will happen in the very next update, which is only about a week away. The next update is mostly UI stuff. We like to work in short sprints of two or three weeks, so we'll be rolling these changes out piecemeal over several months. This way you get access to the features ASAP, and we get timely feedback.

A big advantage of this work style is that we can pivot to new priorities very quickly. And we often do just that! When the new animation system is ready, it'll probably be higher-priority than a lot of these tasks, so unfinished tasks on this list may go to the back burner. However it goes, I'll keep you posted!

Thanks for supporting us!

- Citan (Eric)

PS - we could really use your help getting word out about the demo. It can be downloaded via the "Download Demo" link on our Steam store page: https://store.steampowered.com/app/342940/Project_Gorgon/

zthali
11-15-2018, 09:28 PM
I wanted to give you an update on our plans for near-future game updates. But first, let's talk about the demo!

Upcoming Game Improvements
We've talked before about the next big engineering task, which is rewriting the animation code to use Unity's newer 'Mecanim' system instead of our current home-brewed system. This coding work has been outsourced to our partners, who are developing it in a separate code branch. Unfortunately, it's taking longer than anticipated, and I'm not yet sure when the new animation system will be ready to integrate into the game. That also means horses are delayed, because the mounts need Mecanim.

In the mean time, we're working on other parts of the game: improving the UI, fixing bugs, adding missing content, and revising game systems. Plus adding a few more new game systems to keep it interesting.


Thanks for supporting us!

- Citan (Eric)

PS - we could really use your help getting word out about the demo. It can be downloaded via the "Download Demo" link on our Steam store page: https://store.steampowered.com/app/342940/Project_Gorgon/

Thanks for the update! :)

Since you mentioned the mounts....I'm still waiting on the titles I paid for with my packages. Should I expect the mounts I paid for with my packages to be delivered to my accounts months/years after everyone else receives their mounts?

NickzMagic
11-15-2018, 10:23 PM
I think you should allow joining guilds(and obviously restricting guild credits/storage) - I'm sure many people would be more likely to stick if they joined a guild and made friends.

Silkt
11-15-2018, 10:47 PM
All very nice stuff coming for a game approaching the end of Beta pushing to release, but this game is not there yet. When are more zones coming both for higher level and the current levels already in game. This game's longeviety appears to be tied to players learning new skills after maxing current ones, PLEASE give more zones at all levels after Serbule, repeating the same mobs for combat skills gets very boring.

Yaffy
11-15-2018, 11:52 PM
The demo is a really great addition! I've always thought Gorgon is the kind of game that you really need to play in order to see how great it is, so a demo is perfect for people who want to see how the game play is like. Now I can suggest the demo to people which makes the game much easier to recommend to others.
The list of what players can and can't do in the demo is handy too. I see there's been a lot of thought put behind what the players can and can't do to prevent botting/multiboxing abuse. Can demo players drop items that can be picked up by players who have purchased the game though? That could lead to potential abuse.

Looking forward to all the other stuff mentioned too, Illimari and Rahu do feel like they could use some more love since there's a lot of weird empty space. The summoning thing sounds kinda weird but also really handy.
I'm sorry for making a huge stink about it, but I'm glad you're trying to take another look at the dangerous enchantment recipes. It's probably not something most people here are interested in, but I've been keeping an eye on Maple Story 2 (An MMO that recently released here in the west) and recently the community for the game has been making a HUGE commotion over the RNG upgrade system in the game and how it's horribly unfun. It really reminded me of some of the worry that some PG players and I have felt about dangerous upgrades. If you want to see how to make an RNG gear/enchantment system that will make half of your playerbase feel like quitting the game, check out Maple Story 2.

INXS
11-16-2018, 06:48 AM
Demo idea seems great !
I'm excited for the Rahu and Ilmari tweak, these two areas need TLC ! I always felt like Serbule, Eltibule and Kur were somewhat done in a good manner, many dungeons very well thought out layout there so much to do in those areas, in Kur we got Yeti cave, Kur tower and Wolf cave then you get to Ilmari/Rahu and........ i kind of get the feeling is this it, never felt complete. I do have to say Labyrinth is a great dungeon.

Coolit
11-16-2018, 08:21 AM
Thanks for releasing a demo :cool:

I tried PG out in alpha but didn't make a purchase because I wanted to see how things would develop so this for me is the ideal opportunity to become reacquainted with the game and see how things have progressed.

I'll be happy to post some feedback once I have a grasp of things again :)

LightNovelFan
11-16-2018, 09:03 AM
Downloaded the demo but can't login with my username and password?

How is it supposed to work? It says run from Steam, but all Steam has is a Download button which downloaded an executable, but running that doesnt work when I try to login?

Plaximos
11-16-2018, 11:00 AM
Hey Awesome update! I love this game and I know that I have many others that have great interest in this game and want to play it. This game is an amazing game but one where you need to play it to really experience how awesome it is. You can easily watch some videos and be put off by the old graphics but once you play it you really see it's true value. I think the demo is outstanding and will be a way to show people that this game and community is worth it and that it's only going to get better! So keep up the good work!

Aionlasting
11-17-2018, 02:25 PM
FISHING!

Can you please make fishing more realistic and less about running into the water and grabbing things with your hand? Every gathering profession is exactly the same. Gather with your hands.

Can we get fishing to be more traditional with a rod, line and lure ala the cast your rod into the waters and play a fishing minigame to pull it out?

Stardewvalley has a simplistic one or you can look at world of Warcraft where you just wait for a bite and right click your lure.

But please... make fishing different then every other resource gathering in the game... its monotonous, repetative, …. and...…….. not fun :(

Kindly offered.

p.s. I am desperately waiting for the new animation system... the game is fun mechanistically for the most part (minus gathering being all the same.. lol) but it really needs a prettying up... and I know the animation system will go miles in helping make them smoother, more fluid, and prettier even if the graphics to receive a major overhaul of any sorts. Itself alone will do wonders! Plus I want to see new spell effects. So many spells use the same effects.

Murk
11-18-2018, 03:23 AM
Tickling fish is/was illegal in the UK because it was hard to catch poachers because they needed no equipment; so it is somewhat realistic, although usually you tickle fish from a rock on the bank instead of running after them!

disclaimer - I have never done illegal fish poaching in this manner, and neither did the person who showed me how to do it.

Daguin
11-19-2018, 09:55 AM
FISHING!

Can you please make fishing more realistic and less about running into the water and grabbing things with your hand? Every gathering profession is exactly the same. Gather with your hands.

Can we get fishing to be more traditional with a rod, line and lure ala the cast your rod into the waters and play a fishing minigame to pull it out?

Stardewvalley has a simplistic one or you can look at world of Warcraft where you just wait for a bite and right click your lure.

But please... make fishing different then every other resource gathering in the game... its monotonous, repetative, …. and...…….. not fun :(


You could try ice fishing, but it's a little like mushroom farming, which is a little like cheese aging, which is a little like alcohol aging........

On a more serious note, all the planned updates are exciting... and I'm glad we can lure more fish into the game with the demo now.

Gervase
11-20-2018, 12:09 PM
I caught a decent amount of flak last time I gave a suggestion on these forums. So to keep it blunt and straight forward.

There is a lot of stuff that could use some optimization and 'ironing' out to make game play and the systems that follow 'smooth'. There is also some minor graphic bugs and some things like armor are just hideous either in design, color, or are just broken model wise.

Point being. Game is clearly a work in progress, and will continue to be so for sometime. The price shouldn't be 40$. It's not a 40$ game.

Tagamogi
11-20-2018, 03:32 PM
Imagine someone using a bunch of demo characters to play music for their main character's garden -- that's technically power-leveling, since music makes plants grow faster!

Well ... oops. How do you feel about a mule on a paid second account playing garden music? I have a mule holding shared garden supplies for my main account. Since I always have her standing around for easy trading anyway when I garden, it seemed logical to give her an instrument and stop trying to multitask playing and watering on my gardener. I never really thought about it much - since I never took the mule out of Serbule, it didn't feel I was doing something beyond mule scope.

[ Unless I'm really missing something, music gives a chance for increased crop yield but doesn't increase growing time? ]



FISHING!

Can you please make fishing more realistic and less about running into the water and grabbing things with your hand? Every gathering profession is exactly the same. Gather with your hands.

Can we get fishing to be more traditional with a rod, line and lure ala the cast your rod into the waters and play a fishing minigame to pull it out?

Stardewvalley has a simplistic one or you can look at world of Warcraft where you just wait for a bite and right click your lure.

Every time fishing is mentioned, it seems I'm the only one who likes the current system but let me say again that I think swimming after fish is fun. :) I'd like to keep that around even if a rod system is added later on.

I theoretically wouldn't mind a fishing game, but I'd be hesitant about adding anything that tests reflexes too much. I have a few hundred hours in Stardew Valley and maxed fishing on multiple characters there but I still cannot fish without the easy fishing mod installed. Twitch reflexes vary quite a lot between people and getting the right balance between "impossible", "too easy" and "tedious" for everyone is hard. ( It's been a decade since I played WoW, but at the time, fishing there fell emphatically into the "tedious" category for me.)

I don't know, I'm generally pretty happy with the PG gathering skills, so maybe my opinion here isn't that useful. The only gathering skill I find a bit weird is mining since we are apparently breaking apart chunks of metal with our bare hands or hooves there. But I can't say I want to drag around another tool for mining, so I'm ok with the weirdness.




On a more serious note, all the planned updates are exciting... and I'm glad we can lure more fish into the game with the demo now.

Yes, that. :D I'm really looking forward to the placeholder NPCs getting more personality.

Lyramis
11-21-2018, 10:21 AM
While you are thinking about the UI and crafting in particular, I would like to suggest a couple improvements that you may already have on your list, but just to make sure...

It would be great if the icon here took you to the actual recipe. Linking you to more info about a recipe is useless.
https://i.imgur.com/266WbaL.png

I would love to see a basic version of crafted gear on recipe windows. Knowing the base stats for things, especially when it involves special stats like stun evasion or burst evasion etc..., would be super helpful.
https://i.imgur.com/5ljmIsE.png

Tagamogi
11-21-2018, 11:41 AM
I would love to see a basic version of crafted gear on recipe windows. Knowing the base stats for things, especially when it involves special stats like stun evasion or burst evasion etc..., would be super helpful.

This one would be REALLY nice to have. I can usually make 5-6 versions of a piece of gear, and it would be great to know what the base stats are without crafting one each first.

While we are on crafting, I'd love the ability to hot key a recipe - just hit "Ctrl-M" and up pops the Moon Phase recipe I've previously bound to that key combo. (Doing mushroom farming again right now, so I'm mildly obsessed about moon phases.) I don't know if that's remotely feasible - it just feels there are some recipes I want to bookmark or frequently use and hot keys would be one way of doing that...

cr00cy
11-21-2018, 01:47 PM
Lyramis, I second your ideas. One more thing I woudl add is ability to sort recipes baed on diferent categories - like recipe level, gear slot(show only head/torso/main hand etc items), newest/oldest, show only highest tier, etc. It's sometiem hard to scroll trough multiple recipes, looking for the one I want.

Karamasha
11-21-2018, 09:34 PM
How fast will the mounts be?

Aionlasting
11-22-2018, 09:56 AM
Honestly the maps are too small for mounts in my opinion. The game world isn't large enough to warrant mounts. Mounts will make zones feel very tiny. If zones were much larger it be more fitting to have mounts. I mean.. look at sunvale for example. That place is tiny. Even Gaz isn't that large of an area when you think about it. Its mostly a circle surrounded by mounts on all sides with a big mountain in the middle you can scale if you feel like it since players can still walk 90 degree's up a hill.

LightNovelFan
11-22-2018, 01:56 PM
Are we limited to just 1 demo character? I wanted to make another but clicking the button doesn't allow me to to make another.

Vish
11-24-2018, 07:46 AM
I am curious what are procedure to link my alpha/beta account witch steam account after i try demo
Demo is linked witch steam now so when i buy the game will game client give me option to link my beta acount?

mrwarp
11-24-2018, 03:48 PM
I am curious what are procedure to link my alpha/beta account witch steam account after i try demo
Demo is linked witch steam now so when i buy the game will game client give me option to link my beta acount?

After you buy the game, you will need to contact support@projectgorgon.com and give them the name of your Demo character and the e-mail address tied to your alpha account. It helps if you can submit the e-mail from the e-mail account that is tied to the alpha account to speed along the process. This process is not instant and will require some Admin interaction to get done, but we can get you fixed up!

I should also note that your Demo character/account will be deleted in the process.

Vish
11-26-2018, 09:25 AM
Buy game and send mail now waiting for replay, where done i will write here how long it took for future beta player in similar situation

JWBoosh
11-27-2018, 02:46 PM
I caught a decent amount of flak last time I gave a suggestion on these forums. So to keep it blunt and straight forward.

There is a lot of stuff that could use some optimization and 'ironing' out to make game play and the systems that follow 'smooth'. There is also some minor graphic bugs and some things like armor are just hideous either in design, color, or are just broken model wise.

Point being. Game is clearly a work in progress, and will continue to be so for sometime. The price shouldn't be 40$. It's not a 40$ game.

I'm having more fun with this game than any 60 dollar game I've had in years. So, is the price point for graphics or depth and fun of game? I think it's worth 40 dollars easily because of the fun I'm having. But if I just focused on the fact that brain bug sticks out of the ground kind of funny then maybe I wouldn't think so. Guess it depends on perspective.

Vish
11-28-2018, 08:27 AM
Done, Alpha/Beta Account successfully linked to steam, it took less that 48h for support :)

ScorpicusBlue
04-16-2020, 07:13 AM
Loved the demo (I downloaded it through steam); just finished it a few days ago.. bought the game right after (again through steam) my first skill hit 15'ish. I found the initial introduction within the demo to be 'odd and unfamiliar', but things quickly made sense and grew on me. The quests were fun (I thought) and interactive; and displayed some of the fun/more unique game mechanics (such as the teleporters, being set on fire, 'the alert in the cave freaked me out' but was fun and different.. even dying is kind of fun and different.

Only thing I'd change would be to make the starter island instanced (or maybe a different variety of instance) where anyone coming back in would not be within the same 'instance' as the starter people. Same island, just don't allow anyone who has left the island for the first time to be back within the same instance as the 'newbies'. The game is much more fun when you learn it all on your own, pick up fun new armor/weapons/etc; and don't get to see some end game players hanging around farming weird low level things. Just my thoughts anyway.

Mcnasty
03-11-2021, 01:06 PM
I hope the new changes to maps do not add a ceiling so you cannot get altitude in flight like what ruined flight in sun vale?