
Beta 2.0 Storyline and Features List
The world is changing. Raptors from all corners of Pangaea are under constant threat from the slime which came from the north, and clans are finding isolation to be a greater liability than asset. Raptors are not only quick to join forces with other Raptors, but other species of dinosaur as well. The Great Shattering which wiped out the Deathclaw clan has left clues about its origin, and even bigger mysteries to unravel. As the slime continues to crawl across Pangaea, the Ra

Bosses and More!
We've been a little quiet lately as we continue to roll toward Beta, but rest assured, things are on schedule and we're excited to unveil some awesome new content by month's end! As you can see in the image above, bosses will be a big part of the game. Some will be instances you'll encounter randomly, while others will be part of the bigger storyline. We're also offering a "Boss Rush" feature that'll allow you and friends to go back and challenge bosses for extra shells and e

That Took A Lot of Class...
I'm here to report that we've finally managed the seemingly endless task of arranging, designing and programming the class-branching events. Holy cow-asauruses! One of the things that set earlier social/questing MMOs apart, in this dev's mind at least, was the ability to further customize your character as your progressed in-game. I remember playing hours upon hours of Ragnarok Online just to gain the ability to change my character's clothes. In retrospect, I might better hav

We're Back! Where Do We Go From Here?
Your friendly neighborhood dev team back again this morning with the question that's on everyone's mind: What can we expect to see in A4C in the coming weeks? If you've been on the PTR (1.4.2 as of this writing), then we hope you've had fun exploring the world and getting introduced to Age of the Four Clans' environment. You're probably noticing, however, that environment is a little on the sparse side. Indeed, there is so much more we have to bring to you all in days to come


Looking Ahead: Uptime Schedule and BETA Launch!
Age of the Four Clans continues downtime this week as we search for an ideal hosting location. Fortunately, your loyal dev team has been working hard in offline mode to bring you all some awesome new content. First, the big announcement - with new hosting secured, we plan to launch the game in Beta! Here's our to-do checklist: Major map locations such as Tethys (above) and Iza'Nagi will become accessible! The ability to level up into a branched class system -- in other words,

We're Making Caves!
...and other cool things, of course! One of the big projects this week has been to get the Tethys Caverns up and running. We're hoping to make this a big questing area with some dangerous tricks and traps... Oh, and I think it fair to mention that unlike the screencap above, you will be in the dark for most of it! To that end, consideration has been put in place to add some exceptionally creepy enemies - like Cruel Raptor Spirits who haunt unlucky visitors during the night "h
![[IDB] First Week of Ltd. Alpha Dev Notes](https://static.wixstatic.com/media/e8af1c_08bf5159ea4b4c02bf3dffbc60aca26f.png/v1/fill/w_319,h_239,fp_0.50_0.50,q_95,enc_auto/e8af1c_08bf5159ea4b4c02bf3dffbc60aca26f.png)
[IDB] First Week of Ltd. Alpha Dev Notes
It's been a long week for our Devstaff, but we've come up with some excellent new additions for the game... because our crowd demanded it! Read more on IndieDB! #features #news #development


Closing in on Alpha
We're getting close to launch, and a host of awesome features will be readily available right out of the gate. You can read more about them in our article on IndieDB... http://www.indiedb.com/games/age-of-the-four-clans/news/closing-in-on-alpha #news #features #development

Handling the Setbacks
This week, there is much programming to get done. We've successfully ported ourselves over to a new server, but something went haywire with the VB6 installation on our main editing machine. Hence, mucking about with the source code has been at a standstill. I'm confident we'll resolve the issue, and even if we don't, there are only minor things to do in that regard, so I haven't lost sleep over it. Meanwhile, work on sprites and class advancements continue. The game will be s

Mapping, Arena Games and More!
A big portion of what we're doing right now involves getting the backdrops and maps for the game together, as well as the workings on little "extras" like arena games and more. With most of the big programming chores done, it's now time to get the look and feel of the environments down. This isn't always a process which goes smoothly. Nevertheless, it's always the most fun. I personally threw together 30 some maps which ended up getting scrapped before we reached the point we