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Node layout and style
Node layout and style is determined by several factors:[3][4]
- The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[5] – Steven Sharif
- Environment (biome) and location of the node.[5][3][4]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[6]
- Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[6] – Steven Sharif
- Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[4] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[7][8][3][2][4][9][10]
- All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[12] – Steven Sharif
- The rest is determined by the node's mayor.[4]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[13]
- Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
- A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[13] – Steven Sharif
Node buildings
Constructible node buildings
Service buildings within a node are either default buildings that come with the node, or they are constructed buildings, which are initiated by the mayor and built by players.[14][15][16][17][18][19][20] Service buildings are further broken down into two main types:[14][15]
- Active service buildings are service buildings that players directly interact with. These are further broken down into Artisanship, Business, Content, and Political categories.[14][15]
- Passive service buildings provide passive benefits to the node or its zone of influence. These buildings are broken down into Civic, Cultural, Fabrication, Scholarly, and Vocational.[14][15]
- Constructed service buildings are available to every type of node in every location. Where the uniqueness comes in is in some of the default buildings like your node-type building.[21] – Chris Justo
Service buildings are upgraded by expansions, which are unlocked through the placement of passive service buildings.[14][15]
- Building expansions unlock higher tier workstations at the cost of dedicating service building plots.[22][18]
- Node service building expansions specialize the building through a tech tree based on the stage of the node.[23][24]
Service buildings incur a regular maintenance cost of node commodities and gold from the node treasury in order to continue operations.[14][25]
Unique node buildings
Each node type has a unique service building associated with it that can be activated at Village (stage 3) of node advancement.[21] The unique building plays a central role in the progress of civilization for a server.[27]
Node redevelopment
A node that was successfully destroyed by a node siege may develop differently due to the following influences:[3][28]
- Different races becoming primary contributors.[3][28]
- Design elements determined by different governments.[3][28]
- Reactions and interactions with other nodes in the world.[3][28]
Artistic style
Ashes of Creation will have a higher graphical fidelity than most western games. It will not be too stylized or "cartoony".[30]
- We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[30] – Steven Sharif
- It's not to say that people can't do steampunk well. I've enjoyed some steampunk stuff. I'm a very high fantasy oriented type of storyteller; and the inspiration for Ashes obviously comes from my pathfinder campaigns that I ran long ago; and those are always set in a high fantasy world. So it just compromises what I believe is the perspective of the storytelling in the environment.[31] – Steven Sharif
- Intrepid Studios does not use AI for art production.[32]
- We do not use AI for production, except in unique internal cases when communicating fast reference material.[32] – Steven Sharif
Artistic influences
- Aelean architecture has a French medieval influence.[35]
- Dünir have a Nordic cultural influence.[36]
- Empyreans have a Greco-Roman imperialistic feeling.[37]
- The Kaelar have a European influence.[38]
- The Niküa have a Polynesian influence.[39][37]
- The Py'Rai have a Navajo Native American influence.[37] Py'Rai architecture has a woodland inspiration.[40][41]
- Pyrian architecture has a Greco-Roman influence.[42]
- Ren'Kai architecture has an Asian influence.[33]
- The Vaelune have a Middle Eastern influence.[43]
- The Vek have a Mesoamerican influence.[43]
- You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races.[44] – Steven Sharif
- The idea is just to find a base component in the real world as a starting point and then to begin to fantasize.[35] – Steven Sharif
See also
References
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 2.0 2.1 2.2 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Livestream, October 30, 2020 (39:17).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 Livestream, September 27, 2018 (53:06).
- ↑ 5.0 5.1 Livestream, February 25, 2022 (41:00).
- ↑ 6.0 6.1 Livestream, February 26, 2021 (1:12:18).
- ↑ Livestream, March 31, 2022 (4:57).
- ↑ Podcast, April 11, 2021 (29:47).
- ↑ Interview, May 11, 2018 (54:34).
- ↑ Livestream, May 26, 2017 (21:23).
- ↑ Podcast, April 11, 2021 (23:36).
- ↑ 12.0 12.1 Interview, May 11, 2018 (47:27).
- ↑ 13.0 13.1 Livestream, July 29, 2022 (1:13:09).
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 Blog: Development Update with Village Node.
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 15.6 Livestream, August 31, 2023 (50:25).
- ↑ Video, August 31, 2023 (2:59).
- ↑ Interview, July 9, 2023 (1:32:45).
- ↑ 18.0 18.1 Livestream, May 19, 2017 (33:57).
- ↑ Livestream, January 20, 2018 (38:17).
- ↑ Livestream, 2018-04-8 (PM) (51:49).
- ↑ 21.0 21.1 Livestream, August 31, 2023 (56:18).
- ↑ Livestream, August 31, 2023 (52:56).
- ↑ Video, August 31, 2023 (34:37).
- ↑ Livestream, March 31, 2022 (1:13:00).
- ↑ Livestream, August 31, 2023 (57:23).
- ↑ Livestream, September 1, 2018 (36:28).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ 28.0 28.1 28.2 28.3 Livestream, May 24, 2017 (52:39).
- ↑ 29.0 29.1 Livestream, February 25, 2022 (46:17).
- ↑ 30.0 30.1 Interview, October 20, 2018 (2:17:43).
- ↑ 31.0 31.1 Livestream, March 31, 2023 (1:17:42).
- ↑ 32.0 32.1
- ↑ 33.0 33.1 Livestream, October 31, 2019 (40:27).
- ↑ Livestream, February 25, 2022 (49:42).
- ↑ 35.0 35.1 Interview, October 20, 2018 (3:47:17).
- ↑
- ↑ 37.0 37.1 37.2 Interview, May 11, 2018 (1:03:21).
- ↑ Podcast, May 11, 2018 (31:35).
- ↑ Livestream, September 30, 2022 (1:08:24).
- ↑ Livestream, February 25, 2022 (44:28).
- ↑
- ↑ Livestream, October 16, 2017 (15:58).
- ↑ 43.0 43.1 Podcast, May 11, 2018 (31:35).
- ↑ Interview, May 11, 2018 (1:04:27).