Ever since we released Character Customization in the August Update, you’ve had the chance to change everything about your character between missions – name, looks, clothes, loadout, everything. This is going to change soon. Here’s a little outlook.
Most of you might have noticed that it’s been rather quiet ever since we released the latest version of Shadowrun Online. What happened? Well, the holidays did. After the long, sometimes exhausting time it took to reshape our game into something better (which according to your feedback worked out quite well, though we know there’s still work to do), we decided to take a break to recharge our batteries. This week however we slipped back into the shadows – and shifted into high gear to tackle our next goals.
The long wait is finally over: With the Early Access Update 7 of Shadowrun Online we return with a MAJOR overhaul of the game that brings us much closer to the final state. We have been busy adding Friends, direct Co-Op, a World Map and the first prototype of real-time Hubs (where Fixers and Johnsons hang out) to the game. We’ve also done a massive rework of skills, visuals, team size and all that in a big chunk of ALL NEW missions.
Thank you for your patience –the long wait for the next Shadowrun Online update is almost over! As those of you who followed our announcements know, we took a step back after the October version to take a careful look at your feedback and our own observations, resulting in a lot of changes. This update will show the first of these and we’re looking forward to your feedback. Here’s a sneak peak at some of the things you can expect:
Up to now you were playing mission after mission in Shadowrun Online, but never got a firm sense of where in Boston the action took place. Yes, there were some texts describing where we were heading in the mission descriptions, but these weren’t adequate to give you the feeling of the action taking place in various parts of a city. With the next update however you won’t have to rely on text alone anymore: A city map representing Boston will show you where you will be heading next. We asked our technical artist Riccardo to share a bit more about the creation of this map.
Several people have told us that they would love to read all our Dev-Diaries, but can’t find a place where they are all collected. As your wish is our command, here it is: The one page containing all Dev-Diaries!
During the last weeks we’ve been mostly showing you new features coming to Shadowrun Online soon. This time however we’d like to give you another glimpse behind the curtain, showing you how we create the things you get to play. Please welcome Chris, a veteran programmer at Cliffhanger Productions who recently joined the Shadowrun Online Team.
The last two issues of our blog series about the development of Shadowrun Online were filled with graphical updates. This time however we won’t show you new character models, but rather give you an answer to a question we have been asked alot lately: How will the skill system change? Our lead game designer Tom has the answer to that question.
As we already announced, all our departments are currently working on a lot of improvements and changes to Shadowrun Online. Expect more news about the changes within the upcoming weeks. For this issue of our dev diary series however we’re going to follow up to last week’s blog entry that presented our improved human player model. Ever since we posted it, people have been asking “Are you touching up the other races too?” Here’s the answer, written again by our lead designer Tom.