Welcome to Project: Gorgon!


Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.

The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.



Citan

  1. Dev Blog, April 20 2017

    This is just a quick update to last week's blog post, because I'm still working the same things! Progress on the Serbule revisions and the Brewing skill are coming along, but we're still a week or so away from being ready to launch.

    Serbule Updates
    This particular iteration of Serbule is focusing on three things: the textures and models in Serbule city (some of which are already live), the terrain (the grasses, trees, and so on), and the sky. We develop iteratively, so I'm ...
    Categories
    Project: Gorgon
  2. Dev Blog, April 9 2017

    Looks like I missed a dev-blog update or two! Let me sum up:

    After the last major snapshot build (the one with Bard in it), we started getting a lot more crash reports than usual. Turns out the way we use Unity, the 5.5 version uses more memory than 5.4. Not a lot more, but we were very close to the edge for a lot of computers, and this pushed some computers over the edge. (I believe it mostly affected laptop PCs with video cards that share video-memory with the CPU's memory, but ...
    Categories
    Project: Gorgon
  3. Dev Notes, March 10 2017

    Building Gazluk Keep -- the new group dungeon in Gazluk -- took a lot more time to finish than we originally anticipated. A big chunk of the extra time was spent on basic optimization. This is a big dungeon with a lot of enemies, but still the dungeon had much worse framerate than we expected. We don't do a lot of client-side optimization during alpha, so I was pretty rusty at it, and there were new Unity tools to learn how to use, too. All in all, we learned a lot about how to optimize large-scale ...
    Categories
    Project: Gorgon
  4. Dev Notes, February 17, 2017

    Next week's snapshot build will include Gazluk Keep, the new group dungeon. It will be the highest-level dungeon in the game for a while, so we're working hard on making it a fun place. It's intended for groups of five or six level 65-75 players. (Of course, if you have ultra-high-quality gear, you'll need fewer people.) It's a pretty dangerous place, and pretty chaotic, but I'm hoping that it's paced a little better than the other full-group dungeons. We'll see.

    This is the third full-group ...
    Categories
    Project: Gorgon
  5. Dev Blog, Feb 8, 2017

    I'm back from my rest, and spent a week-and-a-half working on some bugs, which became the update a couple days ago. I'm working on the next snapshot, which will focus on the new Gazluk dungeon! But that's a couple of weeks away and I don't really have too much to say about it yet. Instead, I wanted to talk about a little side-topic: player-run challenges.

    There was a thread on the forum about doing "challenge characters" -- where you make a new character and follow special ...
    Categories
    Project: Gorgon
Page 1 of 2 12 LastLast