Developer Blog

Friday Update: Maps

In this weeks friday update Damion Schubert writes a Developer Blog update on Maps. The official forums are in total rage over this update, so if you’re interested in the drama check that out. The article is actually pretty decent, and outlines how much we as players rely on the map. What most players are looking for on their map are missions. We want to ensure players can find all of the cool stuff that our worldbuilders put into the world, so every mission has one or more icons on the map that show you where to go. Moving your mouse over an icon shows you which mission is satisfied in that area, your progress in that mission, and a rough area where mission objectives can be found. Read the full developer blog post here. FTWBroadcasting also made an awesome video about the update, check it out below:

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SW:TOR Updates: Writer Blog and Fan Friday

Writing is one of the key elements to crafting a living world and few understand that better than BioWare and the vision they have for Star Wars: The Old Republic. This week’s update is all about those guys that shape the world and keep it evolving to fit the lore – the writers. This week BioWare Writer Ian Ryan takes us through the writing process and how writers continue to shape the game world long after the final piece of the story has been written. The writers continue to play the game and examine each area for subtle details that need improving. One example given is the vast improvements made to the planet of Nar Shaddaa, which has been given quite a new glamorous look to better match the taste of the Hutts thanks to writer feedback. If you’re curious to see the impact that these talented writers have on…

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Star Wars: The Old Republic Introduces the Codex

This week BioWare’s Principal Lead Systems Designer Damion Schubert  introduced the Codex. If you’ve played some of BioWare’s other projects like Dragon Age or Mass Effect, you’re probably familiar with the Codex system, which allows players to discover key bits of lore throughout the game by exploring or accomplishing different tasks. This story can help enhance the lore of the world or offer additional narrative to a player’s chosen profession. This feature isn’t just about being another way to deliver story to the player. As Lead Systems Designer, I’m mostly concerned about bringing the fun. Delivering story and context isn’t enough for me – I also want to be sure that we add new activities for players to do and goals for him to achieve. In particular, we saw the codex as a way to reward exploration Here are some more of the highlights: The team had two design goals:…

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The User Interface of The Old Republic Explained

A few days ago we wrote a small post about what we know so far about the User interface of Star Wars: The old republic. Little did we know that BioWare will post a major update to the official blog of SWTOR, with new details on how the interface of the upcoming MMO has evolved during development. This new essay, penned by lead UI artist Michael Voigt, delves into how the dream-weavers at BioWare Austin strived to keep screen clutter to a minimum. We used the analogy of the cockpit of a steam locomotive compared to a modern sports car. The locomotive had indicators and dials jumbled in all corners of the cockpit and the sports car had a sleek driver dash containing all the necessary indicators in an organized layout… Our game features beautiful scenic vistas and we wanted the user interface to complement those and not take away…

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Friday update: SWTOR Dev Blog – Advanced Classes Update

  Following last week’s April Fool’s joke, it looks like BioWare decided to make today’s dev blog entry on the Star Wars: The Old Republic site an in-depth and interesting read. Principal Lead Combat Designer Georg Zoeller has given players an update on the game’s Advanced Classes, and he covers everything from skill trees to improvements that have been implemented through game testing. Players will choose their advanced class at level 10, and each base class offers two advanced class choices (i.e., the Smuggler will need to select either the Gunslinger or Scoundrel as her advanced class). Each advanced class provides two exclusive skill trees and shares a third tree with the other (non-selected) advanced class. Zoeller also covers how the team makes these important class-changing decisions. He shows off a couple of images from their metrics system that feature death details and character movement on Ord Mantell. Of course,…

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