allacrost.org Report : Visit Site


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    The main IP address: 209.191.187.244,Your server United States,Atlanta ISP:Network Redux LLC  TLD:org CountryCode:US

    The description :skip to main content main navigation show — main navigation hide — main navigation play contribute about media links year end update and release expectations submitted by roots on mon, 12/18/2017 - 07...

    This report updates in 14-Oct-2018

Technical data of the allacrost.org


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Latitude: 33.753601074219
Longitude: -84.390144348145
Country: United States (US)
City: Atlanta
Region: Georgia
ISP: Network Redux LLC

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skip to main content main navigation show — main navigation hide — main navigation play contribute about media links year end update and release expectations submitted by roots on mon, 12/18/2017 - 07:27 read more about year end update and release expectations progress on the upcoming development release has been steady for the last several weeks. a number of contributors, some new and some old, have been helping to reach this milestone. i was hoping we'd have this ready by the end of the year, but a january release date is more likely. the only major work that remains is event scripting and a small amount of map design for a single map. since this is the last update before this release is available, i want to give a brief overview so expectations can be set accordingly. development release overview this development release will contain the entire content for the first chapter in the allacrost saga, with the exception of one side quest mission. i'd estimate it has between 1-2 hours of playtime. some aspects of the game will either have clearly missing content, be incomplete, or contain obvious bugs (although we're trying to make sure no game-breaking bugs are in this release). examples include: some artwork will be missing, the game balancing will be sub-optimal, the dialogue may be unrefined, and so on. it is important to understand that this is an unrefined and imperfect snapshot of the game and to treat it as such. understandably, not all people will want to play the game in this sort of state. development release purpose we have several motivations for releasing the game in this state. to get timely feedback from players so that we can make adjustments and changes to revitalize public interest in this project to intentionally release with missing content so that we can hopefully find the talent we need to help us close those gaps to create a clear progress snapshot to benchmark against future releases we look forward to sharing this important achievement with you soon. map graphics improvements submitted by roots on sun, 11/12/2017 - 18:15 read more about map graphics improvements it's always nice when we can show visible progress to our players instead of just talking about it. over the last month or so, i invested a lot of time improving and extending some of our existing map artwork. these improvements allowed me to greatly improve the map design of the first city players will visit in the game. below you can see a couple before-and-after screenshots of this city from our map editor. this is still a work in progress. if you have any feedback for us, drop by our discord channel . before after before after new energy submitted by roots on sat, 10/28/2017 - 19:26 read more about new energy it has been quite some time since our last update. the reason for that was quite simply that there was no news to share. myself and others on the team were simply too busy with other things in our lives and sadly this project had to sit on the sidelines. that period is now over thankfully, and i've committed myself to at least the last three months of this year. i have a strong desire to finish what we nearly were able to accomplish last year. that said, our goals for this project have not changed. publish a development release where you can fully play through the game, followed by an official release shortly thereafter once we've perfected and polished it. the time line for when these goals will be achieved is more nebulous now, but i am optimistic that the development release will be finished before the year's end. here's a glimpse on what's going on at this moment. feature purge recently we made the difficult decision to remove a feature from the game that has been around since the very beginning. that feature was called maps, an acronym for multiple attack point system. the idea behind maps was that instead of targeting an enemy to attack, you could target a specific area of the enemy such as their head or arms for a different effect. attacking the head would deal more damage, but be harder to hit. attacking the legs may trigger a status effect that lowered the enemy's speed. and so on. the motivation was to make battles more interesting and strategic. sadly, in practice this feature didn't work out so well. most battles were too short and the various trade-offs between the attack points were too inconsequential. additionally, the feature could be confusing to players and selecting actions in battle had a somewhat clumsy workflow as a result. more recently, the battle fatigue feature was introduced to the game and it achieves many of the same goals that maps intended to. we felt that both of these features together made the game needlessly complex, and so opted to keep the better of the two. map art focus last year a spent a lot of time working on the largest and most complex map that this project has built to date. the map itself is nearly completed, but after play testing it i realized it was just...boring. buildings were lined up in rows and looked identical save for small variations in size or decorations. some of the art on this map was also full of artifacts because although the art itself was fantastic, it did not repeat well across multiple tiles. my current work aims to address. i've spent the past few days reformatting the existing art to remove these slights and make the tiles more repeatable. i'm adding sets of improvements, additions, and variations as well so that the same set of art can produce many different looking structures. once that work is done, i'm taking a hammer to the current building layout of the map to improve the overall design. fixes and improvements in addition, there are still a fair amount of bugs and features in the code that remain to be addressed. i won't go over all of them, but you can see our open issues here to get an idea of what needs to be done on that front. don't forget to drop by our discord channel if you have questions or just want to chat. hiatus update and new chat channel submitted by roots on sun, 11/27/2016 - 18:21 read more about hiatus update and new chat channel our last update in mid-september proclaimed that we'd have a development release ready in a couple more weeks. unfortunately, that did not happen. the primary fault lies with myself. i had a lot of personal matters suddenly come up that took all of my time and attention. i quite simply had no time for this project, and many others on the team found themselves in similar circumstances around the same time. so we just needed to take a short break to take care of life. now we're on the rebound and we're starting to make incremental progress again. i think we can definitely get our development release out by the end of the year, and our official release maybe a few weeks into next year. that all depends on if we can find the resources to fill in our missing gaps, however. most of what we are missing at this point is art, sound, and writing. there was some talk on the team a few weeks back about opening up a new means to chat with one another. we've had our irc channel since the start of this project, but irc isn't for everyone (developers are the only ones who tend to use it) and we wanted to make it easier for anyone to come and join the conversations. so we setup a public discord channel that anyone is free to visit. this service also has the advantage of saving chat history, unlike irc, so we're able to read past conversations. our irc channel will continue to exist and we may hop in there now and then, but moving forward we'll be holding nearly all of our real-time discussions at our new chat channel. the forums will still be our primary method of communication. september updates submitted by roots on thu, 09/15/2016 - 07:08 read more about september updates great progress has been made since our communication last month. so here's what's going on. september development release this release is still our primary focus at the moment and we're

URL analysis for allacrost.org


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WHOIS LIMIT EXCEEDED - SEE WWW.PIR.ORG/WHOIS FOR DETAILS

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SERVERS

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DOMAIN

  NAME allacrost.org

NSERVER

  NS34.NETWORKPHANTOM.NET 209.191.185.146

  NS33.NETWORKPHANTOM.NET 209.191.185.146

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