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Changes and Enhancements At Mythic, we tend to be very good at changing the scope of projects during development to ensure that we release on time. Trials of Atlantis was no exception, as we had to ramp down the scope of the some of the more advanced AI that we planned on. Other than that, we pretty much hit all of our goals, especially with art. We put a lot of resources into making Atlantis look far more stunning than any other area in the game.
Major Challenges Challenge one: upgrade our graphics engine. One of our primary goals with each retail expansion for Dark Age of Camelot is to upgrade as much as possible our graphics engine; to make the expansion look as good as any of the new games that are launching at the same time. For Shrouded Isles, we upgraded all the monster and player textures in the game, and replaced trees with better looking ones. For Trials of Atlantis, we were much more aggressive; our goal was to upgrade all the terrain textures for the entire game (the original areas as well), and put in an even more realistic tree system. We also upgraded to newer versions of the engine we license (NetImmerse / Gamebryo) and DirectX 9. Of course, the big challenge when you do something like this isn't necessarily the actual technical upgrade - the hard part is coordinating the art so that it conforms to the new standards, upgrading the development tools, etc.
Challenge two: upgrading the AI. As part of the design goal for Trials of Atlantis, we knew we needed to upgrade our monster intelligence to do things like pick players up and fly around with them, perform more intelligent magical abilities, etc. This is especially challenging as it sits at the nuts and bolts level of our game - when you start adding and modifying that, you run the risk of making monsters that are too difficult to kill all together, or act in ways not in keeping with their design. We succeeded in adding new AI to Trials of Atlantis, but we launched with some bugs that caused monsters to act in very strange ways - for example, running away when they weren't supposed to and ending up behind dungeon walls, where players could not interact with or kill them.
Best Decisions Best decision one: upgrading the graphics engine. This was by far the most stunning aspect of Trials of Atlantis, one that got the attention of reviewers immediately. The expansion simply looks wonderful, and the fact that we went back and revamped all the game's original and Shrouded Isles zones as well as added the new Atlantis zones shows how committed we are to keep Dark Age of Camelot fresh to new players and old.
Best decision three: having all three Realms share the same content. To some extent, having three Realms in Dark Age of Camelot, where the members of the Realms never see the content of the others, means all content that we develop for the game is split into thirds. For example, for Shrouded Isles, we developed a new continent for each Realm - but that meant that a character in a Realm only saw the content for that Realm; essentially only a third of the total content developed. With Trials of Atlantis, we decided to make one continent, and have all the Realms share it. We came up with a backstory where the Atlanteans made alternate "planes" of existence to explain why players never run into players from other Realms while exploring, and then made one huge land and sea mass that comprised the geography of Atlantis. This means that a character in any one Realm received ALL the new content from the expansion, not just a third.
12:00 am PST February 9, 2004