Tag Archives: quests

The Frozen Realm of Gifts 14 Dec

Klaus has always been giver.  He lived in Jin’Bakar, a region of greedy djinn’s, always looking to trade their wares in order to feed their never ending hunger for power.

Klaus knew he needed to leave Jin’Bakar if he was ever going to make his dream come true.  With the help of his friend, Silverstep he found a region far away from the rest of the known world.  A region of ice, snow and a bone chilling frost.  It was called North Point.

With the support of his aides, Klaus was able to fulfill his dream of collecting and then giving away as many gifts as possible.  They would travel to as many regions as they could to make this happen.  One by one the days passed and one by one the gifts multiplied.  They kept them in the basement of Klaus’s castle until one day they exploded.

The explosion formed a mountain of gifts and on top sat the castle of Klaus.  That was when his aides added the title of Elder in front of his name.  Any djinn who sat on a mountain of gifts deserved a title. Soon thereafter, the region was visited by The Grim Company.  A trio of greedy travelers who sought to gain from others misfortune.  In North Point they saw an opportunity beyond their wildest imagination.

Using Zamin’s magic, they replicated themselves and multiplied from three to many thousand.  The Army of Grim was born.

They started looting the gifts, fighting with aides of Elder Klaus.  Elder Klaus was helpless.  His only hope is to send his aides to get help from the outside.  Will anyone return with a weapon strong enough to fight back the Army of Grim?  We must wait and see.

Look for the Flake People who will take you to this magical land.

Comments

Comments Off

Tags

,

Author
Xiberion

7th of November 25 Oct

Last Thursday Twisted Tribe announced the release date of Nadirim, 7th of November. Yes, we are only two weeks away from the end of the open beta, a day that we have been waiting for a very long time. This is a very important milestone in the development of Nadirim, but it doesn’t mean that we will stop adding new features and continue polishing the existing ones.

Now let me tell you what this means and what kind of changes will be introduced in the upcoming version.

  • Our designers made some amazing changes to the current cities, you will hardly recognize the good old places. New buildings and streets were born with redesigned city planning to make sure you won’t get lost anymore.
  • Couple of weeks ago we presented you Mapparan, an ancient city with a story of its own. There will be several zones added to enrich the deserts of Nadirim and every zone will have their own exciting story.
  • One of my favorite additions is the new ability to see your character on the map. It is a feature that many of you asked for, so say goodbye to the Red, Green and Purple characters. :)
  • More, brand new and super exciting quests! We’ve nearly doubled the total number of quests per zone.  For example in Ennahar instead of 33 quests there will be more than 60.
  • The long awaited character customization – you will be able to change your character’s hair and face.
  • In order to make the game feel more exciting we decided to introduce new map and combat effects. They are awesome.

Beast offense

Heal

Defense

And much more. :)

P.S. Complete character wipe.

Comments

7 Comments

Author
Xiberion

Size Matters! 5 Jul

Don’t tell us that the size doesn’t matter, we know it does. This is why we decided to open up the world of Nadirim and forge all the maps into one large open world. What does this mean? We wanted to give every player the feeling of being “in control”, so in the upcoming version of the game you will be able to roam the lands freely and visit all areas of the world any time you choose to.

How large will it be?

The version that is coming out will be no smaller than 23 billion pixels. If your are playing the game on a 1280*1024 pixel resolution display, the current world is made of 88 screen sizes. Compared to this, the new map will be made out of 17 718 screens (2000 square meters or 21,500 square feet) meaning that the new world will be 200 times larger than the one you saw in the closed beta. 

Click to see the new world of Nadirim.

Spoiler alert!

You could easily ask what we put on all these pixels. Well, first of all, you will meet the good old cities of Nadirim: Ennahar, Ashra and Zenithar, but since the designers decided to rebuild them, they will be new even to those, who already participated in the closed beta. Additionally you will have the chance to explore two new major cities; Quadim: The Harbor of Life and Death and Dahab: The City of the Sleepers.
Moreover in in the areas between and around the cities we placed more than 80 points of interest where you will be able to interact with the environment.

Why open world?

  • Now there will be no gap between maps, no loading screen. In this way the game will have the feeling that you are exploring a world, not just one of the maps in the game.
  • Even though the new map size is significantly larger than the previous the gamespeed will not change.
  • By opening and forging the world into one there will be several possibilities to add new content, because now we can use the areas that are not yet populated.
  • Greater exploration. And with the new feature of gathering this won’t be boring either.

We are just a few Development Blog posts away from the day that we will show what we were working on in the last couple of months.

I almost forgot one little thing: the map I was talking about will be only one third of the World we are working on…

Comments

19 Comments

Author
Xiberion

New Feature: Gathering 14 Jun

A totally new feature that will become a basic one: gathering.

We mentioned before that one of the main goals with the introduction of a new version is the deepening of the story and the world of Nadirim.  We would also like players to pay more attention to the environment and we will support this with enabling them to search for items.  Players will be able to collect interactive items that will be spread all over the world of Nadirim. Some of them will be more difficult to find than others since there will be common ones that will  appear more frequently and closer to main locations, while others will be further away, in more remote places appearing in lesser numbers and with bigger respawn time. After picking these items up they will be stored in the inventory in the Items tab.

Gathering will start with only a couple of items, like mushrooms, minerals and fruit, but when we implement the crafting feature the number of collectible items will grow continuously. So what can you do with the collected items? Well, in the first version you will only be able to trade them, but as I just said, later on we will introduce NPC and player crafting as well.

Comments

16 Comments

Author
Xiberion

The Quest Tracker You Wished For 10 Jun

It’s time for us to show some feedback! Since so many of you asked for a change in the quest tracking system we decided to rethinking our decision and made the changes you asked for. Based on your ideas the new version will be a mixture of the first and the final version (click here to take a look at the previous versions). As you can see, the sun sign below the character was adopted from the first version as suggested, but we kept the more elaborate arrows shown in the final version. We had to agree with our tester community that having a sign both above your head and below your feet is pointless. Because both had the sole purpose to indicate which is your character on the map, when no quest is active, we decided to keep only one of them. We are grateful for all the help we are getting and we are glad we can show how useful ideas can shape the game.

Comments

13 Comments

Author
Rafid

Quest Dummy 10 May

In this post we would like to give some insight into two minor changes that we made in the new version. The first one was made mainly because of usability reasons and the second because of deepening the world of Nadirim.

Quest tracker

The quest tracker is designed to help the player to find the activated quest. When activated (in the current version) a green arrow appears on the margin of the screen. We changed it!

How and why? We brought the quest tracker to the player and now you will be able to see it around the character. The number of trackers displayed at the same time will be the same (three) but they will have different colors because of aesthetic and ergonomic reasons.
If two arrows point to the same direction then the one which has higher priority will be on the top and the radius of the markers will also change accordingly, the one with highest priority will be the closest to the player’s character.

Here are some of the versions that the graphic team came up with and you can see the one we choose to be the final one.

Talking dummy

The talking dummies will be NPCs who won’t give any quest or work, but you will be able to get information from them. The aim of introducing them is to give background information about the region, other NPCs or happenings. They will provide you with useful hints on quests as well. You can recognize them on the map from the speech bubbles with ellipsis over their heads.

Click on the picture for a detailed view.

Don’t forget to check back next week, more updates are coming.

Comments

21 Comments

Author
Xiberion

Questions about Questing 1 Mar

Welcome to another entry of the Nadirim Development Blog. After having covered some part of the graphics, story and a new add-on, now we will publish information which is gameplay related.

We mentioned earlier that the story occupies a central role in the game. The players will receive background information about the story by accepting and completing quests, this way advancing through the main plot. Consequently the quests will serve as the main tool to tell the players the story of Nadirim and we believe that we can make it better than it is now, so we decided to make some changes.

Let’s take a few steps back and explain what our main concerns were with the questing system of the current version of game.

Interactivity

We believe that the most important issue with the current version is that the area where the quests are presented is not interactive enough. Players simply have to accept or cancel the quests and they do not have the chance to evaluate them in any way.

Main vs. side quests

Another major problem is that in the current version there are no hints about the importance of the quest. Sometimes it is impossible to tell whether a quest is part of the main line or it is just a side-quest.

Zone quests and stage rewards

Additionally the zone quests or stage rewards usually cause more confusion than help understanding the gameplay or story.

Now let’s take a look at the new questing system.

Interactivity

We wanted the RPG part of the game to develop with the new questing system, so we introduced interactivity, personal path and the power of choice. When the player starts a quest, the first step will be interacting with an NPC. As you can see in the illustration below, you will be given a couple of choices that you can pick from and your decision should depend on how much information you would like to receive about the quest. Rather than simply hitting the accept button players have the option to find out more about the background story of the quest, in this way having more information about the whole world of Nadirim. We also thought about players who don’t enjoy reading or RPG, so they will have the option to skip the story part and get to the objectives of the quest right away. There won’t be any disadvantages in the game for players who decide to skip; but for those who decide to read, useful pieces of information might be available that help them with completing the quest faster, easier, etc..

By making decisions the player will not only find out more about the story but they will also determine their character. This character can be shaped by the behavior and the attitude the player shows in the interaction with the NPCs. There will be two directions that one can take; you can be a Noble or a Scoundrel. A noble person is a heroic gentleman, an altruist, honorable and helpful person. On the other hand a scoundrel is a survivor coon, who has a very self-centered personality. The common thing about them is that both of them are fighting against the Nadir and are adventurers.

As another way of deepening the RPG part of the game we introduced the power of choice, so after finishing a quest successfully you will have the chance to choose from one of the additional rewards.

Main vs. side quests

In the new version there will be several differences between the main and side quest windows. First of all, you will have several options when accepting a main quest while in a side quest you can either accept or cancel. Additionally, there will be visual differences in the GUI.

Zone quests and stage rewards

We started with the easiest solutions; we simply eliminated zone quests as well as stage rewards. Now the zone quests are part of the main quest line and we included the stage rewards in the NPC conversation window.

Let us know what you think about the new quest system concept.

Comments

13 Comments

Tags

,

Author
Xiberion

Nadirim Comic Strips 22 Feb

Please don’t say you didn’t like comic strips when you were a kid! We know you did, we all loved them!
I have to tell you that this is not the only reason why we chose to use short comic strip elements in the game. These will connect different parts of the quests, marking the milestones of the main storyline and also helping to set the special mood that we previously mentioned.

So let me explain to you why we decided to use comic strips:

  • they make it easier to identify the important story elements – NPCs, artifacts, clues to your next quest,
  • they highlight your greatest achievements and hard-earned victories with pictures that tell you the tale,
  • they depict shorter zone stories in an enjoyable way,
  • they are designed to add aesthetic pleasure to the game experience (they look pretty),
  • they can be animated.
I hope I don’t even have to tell you that we have tried several graphic styles to make sure we find the one that best suits the visual appearance of Nadirim. But now we are going to show the one we have chosen in the end. The artistic style is final, but we still haven’t decided how colorful these should be and we hope you will help us in making this final decision.

First version


Second version

Third version

Let us know which one you like the most!

View Results

Loading ... Loading ...
As I mentioned above, one of the reasons why we chose comic strips is that they can be animated. So we would like to show you a sample of an animated comic strip, the way they will work and what they will look like in the new version of the game (click on the NPC in the middle of the screen).
Comments

17 Comments

Author
Xiberion