Природная среда

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Volcano area concept art by Ricky Ho.[1] [2]

We are a high fantasy game... That means that outside of the traditional sorts of environments you're going to start seeing some pretty crazy and wild stuff that will also change based on seasons.[3]Джеффри Бард

Alpha-1 Oasis environment preview.[5]

This is a second one of two of the large water oasis areas that we incorporated into the tropics biome.[6]Michael Bacon

There are approximately 18 biomes (environments) in Ashes of Creation.[6]

We just wanted to represent just about every biome type under the sun really and just have enough diversity over the world that like when you went from area to area you know, you really just got a contrast of different biome types.[7]Michael Bacon

List of biomes


Some environments (Biomes) have fixed climates and others are variable.[10]

  • There will be dynamic weather that varies in intensity.[12]
    • For example: Drizzle to/from storm, or Blizzard to/from snow.

There are climate effects that occur from a buff standpoint. They can also affect skills like, let's say you're using a frost bolt in a winter climate. There's the ability for those effects to be enhanced and/or stronger in those climates.[13]Steven Sharif


Ashes of Creation Seasons – First Look (Pre-alpha).[14]

We want to really make the environment immersive and actually affect gameplay.[15]Steven Sharif

Seasons affect different zones (environments/biomes) based on their location in the world.[15]

  • There will be regions of the map with seasons that are less (or more) temperate.[18]
    For example: Northern, Southern and Tropical regions.[18]
  • Events may radically change the current season a zone is in, or elongate it.[11][19]
  • There will also be magical seasons where you might be in a tropical zone and suddenly it's snowing.[18]
  • Items, crops, buildings, and crafting mechanics might gain certain buffs or debuffs in certain seasons.[20]

Winter might have a spawner that activates on a road that spawns at large fallen tree and players who see that will have an opportunity to go up and exert some type of one-time action that helps in removing that tree and it might require you know X number of people to do that before the tree gets removed; and that you know as an example is not beneficial for the transit of goods because as you know caravans require- well they don't require but they move better on roads and if that tree were present let's say blocking you know a road that led to a bridge per-se that they would have to off-road.[15]Steven Sharif

Different seasons may affect access to various roads.[11][19][15]

  • Pathways that are open during summer may be closed during winter.[15]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[11][19][21]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[15]
    • Ice will make roads bumpy and slippery.[22]

Seasons change on a weekly basis during scheduled downtime.[23]

  • Each month in real-life will effectively be a full seasonal rotation in the game.[23]
  • Environmental seasons are not to be confused with PvP seasons, which last for six months.[24]

In Ashes of Creation the world will change on a regular basis. Zones will progress in a seasonal cycle, which will alter the very nature of the environment around you. Snow may block pathways that are accessible in warmer months, spring may encourage creatures otherwise unseen to come to the surface, and fall might be the only time that certain crops thrive. This cycle can then take in the state of the world’s Nodes and shift depending on their progression.[21]

Day and night cycle

Early Alpha-1 dynamic lighting example.[25]

This has been some of the work done on the dynamic aspect of not just the clouds and the skyline, but also the different times of days that will be experienced through the world... We are not going with a 'baked' lighting aspect; we're going with a dynamic lighting aspect. So it can be a little bit costlier, but at the same time it really adds a type of mood that you would come to expect with the aesthetic you are seeing here in a game like Ashes of Creation.[26]Steven Sharif

There is a day/night cycle in Ashes of Creation.[28][29]

Fifteen minutes may be one hour in game time.[32]


Pre-alpha Mage's detection utility skill casts light and reveals magical explosive hazards.[33]

Darkness as an environmental obstacle is being considered as part of the game mechanics.[34]

How deeply we take this though is really going to come down to how much fun it actually is, which we’re still in the process of discovering. As long as we can nail some interesting mechanics, and it’s not more frustrating than fun, make sure you bring your torch.

Artistic style

В Ashes of Creation реалистичность графики будет выше, чем в большей части западных игр. Графика не будет чересчур стилизованной или "мультяшной".[35]

Мы можем сделать графику ещё реалистичнее, особенно используя движок Unreal Engine 4... Я не хочу видеть слишком уж мультяшную игру. Я не большой поклонник стилизованной графики.[35]Стивен Шариф

Alpha-1 environment

Map of Alpha-1 testing zone.[37][38] Image credit: Axiom: Angelcry

The Alpha One map including nodes, dungeons, quest givers, POI, teleporters, and camps will be explorable! Note that this is only a small portion of the world of Verra.[39]

Alpha-1 testing tropical zone featuring a war beast and a tribe of pigmy goblins.[40]

This is a rather large tropical area; and what we use some of the creatures for is kind of like establishing character for different parts of this tropical place. So that even though it's the same biome, it feels different when you are going from place to place based on what's there and how those things are interacting with the environment.[41]Джеффри Бард

Alpha-1 testing takes place in a zone to the north west of the world map.[42] This zone has many islands and a mainland area.[43]


There will be elements (such as Air, Fire, Water, Lightning) in Ashes of Creation each with their own resistances.[52][53][54]

  • Other elemental influences may include Darkness, Light and Planar.[54]
  • Elements may have more influence in certain seasons and climates. For example, frost abilities may be stronger in winter. This affects both PvE and PvP.[13][55]
  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[56]

We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different.[55]Steven Sharif

We want to get a nice spread of abilities that that are influenced by what's going on your zone.[55]Джеффри Бард


200 foot tall Пирийцы statues in Alpha-1.[57]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[57]

From a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before.[57]Steven Sharif

Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.[57]Mat Broome

Подземный мир

Природная среда Подземного мира в альфе-0.[58]

Одним из аспектов лора Тульнар является то, что Богиня Судьбы предсказала будущее и поведала его Богине Созидания, и пантеон существующих богов создал эти зоны в Подземном мире в качестве прибежища для тех, кто, как боги знали, останутся в этом мире и не смогут добраться до Санктуса. Так что идея, стоящая за созданием Подземного мира состояла в том, чтобы обустроить сферу обитания, в которой беженцы могли бы найти укрытие.[59]Steven Sharif

Кот из Подземного мира.[58]

Мы хотим, чтобы Подземный мир присутствовал повсюду в самой игре и являлся частью открытого мира. В нём будут находиться кое-какие уникальные элементы, например, встречаемые типы монстров, доступные дома и выращиваемые культуры.[60]Steven Sharif

Подземный мир — богатая природная среда, в которой обитают биолюминесцентные флора и фауна. Эти глубокие пещеры и подземные долины предоставляют новые направления для развития цивилизации. Развитие узлов в глубинах мира может пробудить более мрачных существ, чем на поверхности.[61]

  • Предварительная оценка площади Подземного мира — 100 км2.[62]
    • Через Подземный мир нельзя пересечь всю карту мира. Внутри него будут области, где путь преграждают глубокие провалы или другие препятствия.[63]
    • Расположение входов в Подземный мир на карте сосредоточено вокруг естественных географических узких проходов, которые существуют над землей. Тем самым предоставляются альтернативные подземные маршруты, которые могут использоваться для караванов, рейдов и других видов деятельности игроков.[63]
    • Не все входы в Подземный мир будут одновременно доступны. Их доступность может динамически меняться (в зависимости от состояний узлов), вызывающих открытие различных маршрутов, которые могут оказаться более или менее выгодными, чем другие.[63]

Подземный мир достаточно обширен. Он соединяется со многими игровыми зонами. Так что в Подземном мире имеются альтернативы для перемещения и обходных манёвров по всему миру.[64]Steven Sharif

Мы также обсуждали то, как состояние узлов влияет на открытость и закрытость проходов. Не все входы в Подземный мир будут доступны одновременно. Этот фактор может меняться, могут появляться новые маршруты, которые окажутся более выгодными, чем другие.[63]Джеффри Бард

Среда обитания

Природная среда Подземного мира в альфе-0.[58]

Природная среда Подземного мира обширна.[65]

  • Караваны будут функционировать так же, как и на поверхности.[65]
  • Если для Драконов места будет недостаточно, может быть использовано другое ездовое животное.[65]
  • В качестве альтернативы летающим верховым животным для Подземного мира рассматриваются варианты верховых животных-землероек.[66]

Одним из важнейших аспектов зонирования с использованием цвета будет разграничивающий фактор между разными Подземными мирами в существующих регионах мира: превалирующие цвета в Подземных мирах разных регионов будут отличаться.[67]Стивен Шариф

Времена года на поверхности будут влиять на Подземный мир.[65]

  • Полного сходства не будет: например, в Подземном мире снег идти не будет.
  • С погодой на поверхности будут связаны подтопление тоннелей и другие эффекты.

Сезоны на поверхности будут подсказывать, что происходит внизу. То есть, полного сходства не будет, конечно, в Подземном мире дождь не будет идти, но вы сможете увидеть влияние происходящего на поверхности на то, что происходит внизу: тоннели могут оказаться затоплены.[65]Джеффри Бард

Coastal and island nodes

Pre-alpha naval concept.[68]

There will be nodes along the coast and on islands.[69]

  • These nodes will have specific water oriented influences and abilities, services, questlines, that relate to the seas.[69]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[70]
  • Harbors in coastal nodes will have quest lines that relate to the ocean and nearby islands.[70]
  • It may be possible to siege a coastal city by sea.[71]

Island chains are part of Ashes of Creation naval content.[72][73]


Underwater content will be accessible, not cumbersome.[76]

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[78]

  • There won't be nodes underwater or in the water.[69]


House plants may be available as housing decor items.[81]

  • The developers have discussed potentially adding mechanics to potted plants that yield unique items if the plant is properly maintained.[81]

One of the big directives for the environment team- and I know Mia has been amazing in this regard- is each of the biomes really need to have a a fairly eclectic selection of plant life, of vegetation, of foliage. These help to create the atmosphere that you are really immersed in this different climate zone and that that's obviously something that we as players enjoy when we get to see a significant diversity of plant life, because it does lend itself to the immersive nature of the world.[82]Steven Sharif

Destructible environments

Destructible castle.[83]

This is the castle siege destruction props. It's variable areas of exploded stuff. You can't completely destroy the castle or you wouldn't be able to get to the top of it.[83]Michael Bacon

Destructible environments will be a core element of how players interact with the world, in both Ashes of Creation Apocalypse and Ashes of Creation the MMORPG.[85]

We want destruction to be a very core element of how players make their way through the world.[85]Steven Sharif

There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[93]

  • This is a long term design goal that will not be present during Alpha-1.[93]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach you know a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[86]Steven Sharif



Смотрите также


  1. Стрим, 24 September 2021 (1:08:43).
  2. steven-volcano-guy-quote.png
  3. 3.0 3.1 Стрим, 1 June 2017 (29:33).
  4. verran-environments.png
  5. Стрим, 25 June 2021 (55:39).
  6. 6.0 6.1 Стрим, 29 January 2021 (21:55).
  7. Стрим, 25 June 2021 (53:15).
  8. Стрим, 28 May 2021 (1:40:47).
  9. Видео, 30 May 2017 (0:01).
  10. 10.0 10.1 Стрим, 18 July 2017 (36:47).
  11. 11.0 11.1 11.2 11.3 11.4 Подкаст, 11 April 2021 (23:36).
  12. Стрим, 28 July 2017 (41:25).
  13. 13.0 13.1 13.2 Стрим, 30 September 2020 (1:04:56).
  14. Видео, 22 January 2017 (0:02).
  15. 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 Стрим, 8 May 2017 (20:27).
  16. Ashes of Creation Instagram. May 1, 2020.
  17. Ashes of Creation Facebook. March 19, 2020.
  18. 18.0 18.1 18.2 Стрим, 27 September 2018 (41:33).
  19. 19.0 19.1 19.2 Стрим, 26 June 2020 (1:29:06).
  20. Стрим, 26 July 2019 (1:32:40).
  21. 21.0 21.1 Our immersive world - Environments.
  22. frosty-roads.png
  23. 23.0 23.1 seasons.png
  24. Интервью, 18 July 2020 (16:34).
  25. Стрим, 30 November 2020 (41:49).
  26. 26.0 26.1 Стрим, 30 November 2020 (24:51).
  27. Ashes of Creation - Screenshots.
  28. Стрим, 25 June 2021 (29:58).
  29. 29.0 29.1 29.2 Стрим, 12 May 2017 (57:41).
  30. day cycle.jpg
  31. Подкаст, 11 April 2021 (15:55).
  32. time.jpg
  33. Видео, 7 February 2017 (0:02s).
  34. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
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  38. toast-a1map.png
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  45. steven-a1-map.png
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  58. 58.0 58.1 58.2 Ashes of Creation - визуальная составляющая.
  59. Интервью, 31 октября 2018 (6:00).
  60. Беседа со Steven Sharif, Ashes of Creation, 7 июня 2017.
  61. Разблокирована сверхцель сбора 1 750 000 долларов на Kickstarter, 13 мая 2017.
  62. Интервью, 17 августа 2018 (10:43).
  63. 63.0 63.1 63.2 63.3 Стрим, 30 октября 2020 (1:19:13).
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  73. Kickstarter - We Just Broke $1,500,000!
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