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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

В Ashes of Creation реалистичность графики будет выше, чем в большей части западных игр. Графика не будет чересчур стилизованной или "мультяшной".[4]

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.[4]Стивен Шариф


Some Environments (Biomes) have fixed climates and others are variable.[7]

  • Weather conditions change with the Seasons.[7][3]Джеффри Бард
  • There will be dynamic weather that varies in intensity.[8]
    • For example: Drizzle to/from storm, or Blizzard to/from snow.


Ashes of Creation Seasons – First Look (Pre-alpha).[9]

We want to really make the environment immersive and actually affect gameplay.[10]Steven Sharif

Zones (environments/biomes) change season on a weekly basis during scheduled downtime. Each month in real-life will effectively be a full seasonal rotation in the game.[13]

  • Environmental seasons are not to be confused with PvP seasons, which last for six months.[14]

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.[15]

Environments (Zones/biomes) experience different seasons based on their location in the world.[10]

  • There will be regions of the map with seasons that are less (or more) temperate.[16]
    For example: Northern, Southern and Tropical regions.[16]
  • There will also be magical seasons where you might be in a tropical zone and suddenly it's snowing.[16]
  • Different crop cycles.[10]
  • Different seasons may present obstacles that make the transit of goods via caravan more challenging.[17]
    • Pathways that are open during summer and closed during winter.[10]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[10]
    • Ice will make roads bumpy and slippery.[18]
  • Events may may radically change the current season a zone is in, or elongate it.[17]
  • Items, crops, buildings, and crafting mechanics might gain certain buffs or debuffs in certain seasons.[19]

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.[10]Steven Sharif

Seasonal events

Вэлун-tines day 2019 concept art.[20]

Seasonal events (holidays) in Ashes of Creation are not a direct parallel with real world events. Instead, there will be in-game lore behind seasonal events that can relate to the real-world in some way.[21][22]

For example, this upcoming cosmetic bundle that's going to be available during the time of Halloween won't necessarily be pumpkins and candy corn type of cosmetics, but instead will be a bit darker. That way it can still be relevant to real world. And then additionally it may be possible as we localize and culturalize for other territories that we have the same philosophy with region-specific events.[21]Steven Sharif

Events may bring seasonal change.[10]

  • A winter dragon may appear because a node has developed to stage 4. That dragon may bring eternal winter until it is killed.


Alpha-0 river that runs through the center of the map.[23]
Alpha-0 flood plains environment.[24]

There are four over-world environments (climates/biomes) in Alpha-0.[23]

  • Flood plains
  • Forest
  • Desert
  • Snowy mountains

Alpha-0 has a bio-luminescent Подземный мир environment.[27]

One of the important aspects of color play is going to be the distinguishing factor between different Underrealms and the regions that exist in the world: Their color influences set them apart from different regions.[28]Steven Sharif

Day and night cycle

There is a day/night cycle in Ashes of Creation.[30]

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.


There will be elements (such as Air, Fire, Water, Lightning) in Ashes of Creation each with their own resistances.[35][36][37]

  • Other elemental influences may include Darkness, Light and Planar.[37]
  • Elements may have more influence in certain seasons and environments. For example, frost abilities may be stronger in winter. This affects both PvE and PvP.[38]
  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[39]

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.[38]Steven Sharif

We want to get a nice spread of abilities that that are influenced by what's going on your zone.[38]Джеффри Бард


200 foot tall Пирийцы statues in Alpha-1.[40]

Landmarks are scattered throughout the world, allowing players to judge their position on the map.[40]

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.[40]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.[40]Mat Broome

Подземный мир

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.[42]

  • Предварительная оценка площади Подземного мира — 100 км2.[43]

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.[44]Стивен Шариф

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.[45]Стивен Шариф

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.[46]Стивен Шариф


Природная среда Подземного мира в альфе-0.[41]

Природная среда Подземного мира обширна.[47]

  • Караваны будут функционировать так же, как и на поверхности.[47]
  • Если для Драконов места будет недостаточно, может быть использовано другое ездовое животное.[47]
  • В качестве альтернативы летающим верховым животным для Подземного мира рассматриваются варианты верховых животных-землероек.[48]

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.[49]Стивен Шариф

Времена года на поверхности будут влиять на Подземный мир.[47]

  • 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.[47]Джеффри Бард

Coastal and island nodes

There will be nodes along the coast and on islands.[51]

  • These nodes will have specific water oriented influences and abilities, services, questlines, that relate to the seas.[51]
  • Coastal nodes change the spawn tables of the nearby water content and can also trigger specific events.[52]
  • Harbors in coastal nodes will have quest lines that relate to the ocean and nearby islands.[52]
  • It may be possible to siege a coastal city by sea.[53]

Island chains are part of Ashes of Creation naval content.[54][55]


Underwater content will be accessible, not cumbersome.[57]

Underwater nodes

Underwater points of interest that have NPC structures may appear to be like cities, but they will not be nodes.[58]

  • There won't be nodes underwater or in the water.[51]

Destructible environments

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.[61]

We want destruction to be a very core element of how players make their way through the world.[61]Steven Sharif

  • Attackers may not be capable of destroying a node during a siege. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[62]
  • Node buildings (including player housing) have hit points and can be damaged during sieges. If buildings suffer more than approximately 25% damage, any NPCs or services offered by that building will not be available until the building is repaired.[63]
  • If the node still exists after the siege has ended, citizens will need to obtain the resources needed to repair and rebuild any damaged infrastructure.[63][64]
    • Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[65]
  • Player housing that is destroyed during a node siege can no longer be sold.[66]

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.[62]Steven Sharif


Смотрите также


  1. steven-volcano-guy-quote.png
  2. Стрим, 28 February 2020 (1:00:41).
  3. 3.0 3.1 Стрим, 1 June 2017 (29:33).
  4. 4.0 4.1 Интервью, 20 октября 2018 (2:17:43).
  5. Интервью, 20 октября 2018 (2:28:08).
  6. Видео, 30 May 2017 (0:01).
  7. 7.0 7.1 Стрим, 18 July 2017 (36:47).
  8. Стрим, 28 July 2017 (41:25).
  9. Видео, 22 January 2017 (0:02).
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 Стрим, 8 May 2017 (20:27).
  11. Ashes of Creation Instagram. May 1, 2020.
  12. Ashes of Creation Facebook. March 19, 2020.
  13. seasons.png
  14. Интервью, 18 July 2020 (16:34).
  15. Our immersive world - Environments.
  16. 16.0 16.1 16.2 Стрим, 27 September 2018 (41:33).
  17. 17.0 17.1 Стрим, 26 June 2020 (1:29:06).
  18. frosty-roads.png
  19. Стрим, 26 July 2019 (1:32:40).
  20. vaelunetines-day.png
  21. 21.0 21.1 Интервью, 20 October 2018 (7:31).
  22. Стрим, 5 May 2017 (40:36).
  23. 23.0 23.1 Стрим, 16 October 2017 (11:41).
  24. Стрим, 16 October 2017 (11:51).
  25. Стрим, 16 October 2017 (12:08).
  26. Видео, 22 January 2018 (0:01).
  27. Стрим, 15 December 2017 (1:36:53).
  28. Стрим, 18 January 2018 (14:00).
  29. Ashes of Creation - Screenshots.
  30. 30.0 30.1 30.2 Стрим, 12 May 2017 (57:41).
  31. day cycle.jpg
  32. time.jpg
  33. Видео, 7 February 2017 (0:02s).
  34. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  35. 35.0 35.1 Интервью, 18 July 2020 (1:05:04).
  36. Стрим, 24 May 2017 (27:47).
  37. 37.0 37.1 Стрим, 8 April 2018 (PM) (26:19).
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  40. 40.0 40.1 40.2 40.3 Стрим, 17 August 2018 (10:01).
  41. 41.0 41.1 41.2 Ashes of Creation - визуальная составляющая.
  42. Разблокирована сверхцель сбора 1 750 000 долларов на Kickstarter, 13 мая 2017.
  43. Интервью, 17 августа 2018 (10:43).
  44. Интервью, 31 октября 2018 (5:43).
  45. Интервью, 31 октября 2018 (6:00).
  46. Беседа со Стивеном Шарифом, Ashes of Creation, 7 июня 2017.
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  48. Интервью, 17 августа 2018 (8:57).
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  50. Стрим, 17 August 2018 (58:53).
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  54. Стрим, 17 May 2017 (30:53).
  55. Kickstarter - We Just Broke $1,500,000!
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  57. Стрим, 19 May 2017 (38:46).
  58. Стрим, 8 April 2018 (AM) (18:29).
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  60. Видео, 24 September 2019 (0:10).
  61. 61.0 61.1 61.2 Стрим, 28 June 2019 (31:15).
  62. 62.0 62.1 Стрим, November 22 2019 (16:56).
  63. 63.0 63.1 Интервью, 8 July 2020 (57:46).
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  68. Стрим, 17 November 2017 (47:10).