Writing of the Dead

Artix Krieger | Monday, January 14, 2019

Beware, the Undead will only work with Ghost writers.

"Yes, I remember the days before they called it DoomWood. It was a place of beauty and natural splendor. Then... the they came. "

The forest of Doomwood is drenched in evil. It is a forest sized graveyard. But to the students of the Tower of Necromancy, it is a garden of the dead.  Farmed and cultivated by depraved mages seeking mastery the dark arts. Should you desire such power, be warned... most who enter the trials of the tower merely end up as another mindless skeletal minion of the Tower's Master. 

The existing DoomWood saga was created a veeeery long time ago. Back in those days, the game had only the most basic features. You could argue that in doing this revamp, we are metaphorically raising this dead area from its grave.... and adding Paladin and Necromancer classes to boot. If you have been playing our games for a while, you know how dear to my heart DoomWood is. Originally created in DragonFable, this was the place were many players first met Artix and battled the undead with him side-by-side. But it was in AQWorlds where we introduced one of our most memorable villains... Vorded, the Paladin Slayer. "MORE SKULLS!" The adventure took players from the Paladin stronghold of Lightguard Keep, to the Tower of Necromancy, Necro-University, Zorbaks Hideout, and an assault of the largest army of undead ever made. *collapses in the sheer bliss of warm and happy fuzzy undead hunting memories*. Our 2D games are really good for telling cinematic stories with their cutscenes. Building the same level of cut-scenes in AdventureQuest 3D is much more challenging and slow-- at least for now. So, as you can imagine I have been struggling with trying to building a plotline as big as the Dragon filled Ashfall or the Vampire vs Werewolf filled Darkoia. We definitely need to release something soon so you can get Necromancer and Paladin sooner-- rather than later. The experience has to be fun and interesting. But I also want to tell an epic story that dwarfs what I did previously in comparison. My solution? We make DoomWood conceptually MUCH LARGER than it was in any of our previous games. But, we only focus on a few small self-contained areas to build up the lore of the forest first. Which of course would be the ones where you get the classes.  We should lace these areas with clues and lore of what lies beyond in the forest of DoomWood-- areas that will require you to be a much higher level to come back and handle.

The AdventureQuest 3D team just wrapped up its Monday morning meeting with a fair amount of celebrating. Zhoom's experiments during last week's game jam were a complete success. He was able to get AdventureQuest 3D 100% running in a web browser with no plugin. Jaw dropping. We will be putting up a version that connects to the PTR for you to check out. The entire team experienced a "skill level up" last week. We are all eager to use them in the upcoming AdventureQuest 3D releases. Class ranks are almost ready to go live. It will be the focus of the next game client patch. We are just waiting on some art and animation for the new skills. PvP is entering the coding phase at long last. Moglomancer armor has entered production, and the class will soon follow. The main event lies with the upcoming game content which includes both new and revamped older areas... including DoomWood.

Cysero and I are just about top re-meeting now on DoomWood plot stuff. Wish us luck! 

Credit and kudos for this post's promo screenshot goes to @Hellhound000 on Twitter.

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