Lichdom - All News
Monday - February 24, 2014
Lichdom - Here Comes the Assayer
Xaviant has a new blog post with Lead Quality Assurance Analyst Rick Helmig.
Salutations, Lichdom aficionados! My name is Rick Helmig and I’m the official ‘Assayer of Human Frailties’…or if you prefer, Lead Quality Assurance Analyst at Xaviant. And I’m writing to share a bit of insight into our daily on-goings here in the studio as we edge closer to unleashing Lichdom: Redeemer upon the masses.
Sunday - February 09, 2014
Lichdom - The End of the Line
Xaviant has a new blog post with John Schuch the Lead Level Designer of Lichdom.
Greetings Lichdom fans, John Schuch here, lead level designer on Lichdom Redeemer. I’m taking a break from the grindstone that is CryEngine Sandbox to talk a little about the work that gets done on game levels as development gets close to alpha – and beyond.
I’d like to begin with a quick overview of how the level design process begins and how you get to where we are now, nearing alpha, to provide perspective.
Wednesday - January 29, 2014
Lichdom - Technology in Game Art
Xaviant has a blog post from last month that I missed for Lichdom.
Making great art, quality software, or engaging gameplay… each of these is challenging enough by themselves. So, it stands to reason that combining these disciplines into a single medium is not only vastly more compelling, but also vastly harder to do. Juggling the competing priorities, desires, and dependencies of all the smart and talented people brought together by a game production is made even more complex by dramatic differences in interpretation, language, and philosophy. These difficulties give rise to unique disciplines in game production, such as Tech Art.
My name is Raymond Stewart and I am the Lead Technical Artist at Xaviant. My role on Lichdom is to help the Art Department fulfill the vision of Art Direction within the constraints of Engineering’s technical requirements, and demands of scope driven by Production and Design. This requires enough awareness in each of those disciplines to facilitate communication, best practices, and management of dependencies that lay at the core of integrating Art production into what is really a software product.
Tuesday - January 28, 2014
Lichdom - The Journey of Story
Xaviant has a new blog post about the story of Lichdom.
Hello everyone, my name is Brian Freyermuth, the Lead Content Designer over here at Xaviant. Like the bards of old, the content team and I are here to take you on a road trip to another world, where you’ll become part of an epic journey through strange and wondrous lands. Come and see how we take a seed of an idea and make an interactive story filled with excitement, loss and hope. You’ll discover our writing philosophies and story planning techniques as we take you with us on the epic adventure of Lichdom: Redeemer.
Wednesday - November 20, 2013
Lichdom - AMD TrueAudio Video
AMD has released a new video for Lichdom showing off their True Audio technology.
Get an aural glimpse of AMD TrueAudio technology in the upcoming game LICHDOM (http://www.lichdom.com) - a single-player, first-person action game with an emphasis on role-playing and crafting spells. The game takes players on an adventure of godly proportions, pitting humans against the forces of worldly decay: corruption, greed, and decadence. Wielding magic like a weapon across vast, unpredictable and mythical landscapes, players face cunning enemies and daunting challenges in a battle for the ultimate prize: control of the world and everything in it.
AMD TrueAudio technology introduces a new level of immersion. GPUs aren't just for graphics any more. With more acoustic bandwidth and capabilities for developers to play with, plus a healthy slug of extra audio performance, you get a richer in-game soundscape. You'll hear your opponents coming with breathtaking audio realism. It's your game taken to an entirely new dimension. Radeon™ is faster. Radeon is immersive. Radeon is gaming.
Friday - November 01, 2013
Lichdom - Interview @ DSO Gaming
DSO Gaming interviews Xaviant about Lichdoms Tech , Multicore CPU Support, Global Illumination, PC Options, Tessellation, and much more.
DSOGaming: Lichdom will be powered by CryENGINE. Can you share more tech details about it? What features will it support (number of simultaneous light sources, Parallax Occlusion Mapping and Screen Space Reflections support, whether it will have a full dynamic shadowing system, procedural GPGPU weather, physically based shading, etc.)?
Jeremiah Cauthorn: There is no real upper bound beyond raw GPU performance to the number of simultaneous light sources. For example, we have some particle effects that use a dynamic light per particle.
We do use both Parallax Occlusion Mapping and screenspace reflections, all shadows are fully dynamic.
DSOGaming: What made you choose CryENGINE over other engines (like Unreal Engine 4 for example)?
Michael McMain: We did a lot of early prototyping in Gamebryo’s Lightspeed engine. During that time, I had the opportunity to see a keynote at the Europe GDC about Crytek’s engine and their plans to license to third parties. Having played Crysis, I was already in love with the rendering capabilities of this engine. CryENGINE allows us to make a game that looks distinctly different than many of the games out there and that played a big part in our choice. It turns out to have been a great decision as they have been wonderful partners for us.
DSOGaming: How big will the game’s maps be and what kind of interactivity and destructibility can we expect? What physics middleware are you using?
Tim Lindsey: Our maps are substantial. We are delivering a world comprised of 10 maps that range in size, with several of our largest being 2 kilometers square. We are delivering gameplay through drastically different locations to give players an idea of the contrast within our world’s landscape. We are using the CryENGINE physics system to deliver a ton of environment collateral damage to your magical encounters.
Saturday - October 26, 2013
Lichdom - Developer Commentary Video
Xaviant has released a new video in which four gamers playtest Lichdom, and a few developers provide explacommentary.
On October 24, 2013, Xaviant invited four gamers to playtest Lichdom, which we recorded and broadcast. CEO and Creative Director Michael McMain and Design Director Tim Lindsey provide commentary during the playtest, and Producer Josh Van Veld interviews the gamers about their impressions of the game.
To learn more about Lichdom
Thursday - October 24, 2013
Lichdom - Interview @ Examiner
The Examiner interviewed Michael McCain the CEO of Xaviant to ask some questions about his upcoming ARPG Lichdom.
What were some of the biggest influences for Lichdom, its world, its characters, powers and other parts of it? Do any franchises stick out in particular?
Lichdom is influenced by the components of three different video games. First, our gameplay is most heavily influenced by. The action, the way the enemies behave, the approach to level design and our encounters are all reminiscent of that gameplay. Secondly, our boss encounters are influenced by , where large-scale enemies rely on abilities they can chose to employ at random, rather than heavily scripted events you might see in other large-boss games. And finally, our loot collection is most heavily influenced by , where you collect varieties of rare and powerful items and use those items to grow in strength as you progress through the game.
The thing that sets us apart from any game is our approach to crafting. Magic is really your only tool. Because of this, our crafting of spells is a very deep and engaging exercise. The initial Spell Cores handed to you by the game are few in number but fundamentally different from each other. The player grows in power by taking these Spell Cores and adding other reagents to craft new spells in unique ways.
Can you elaborate on the story a bit more? What role will Roth be playing as players progress through the plot? Is the end game going to be the same for everyone or will choice be a major factor in Lichdom?
Imagine a world where every great ruler is secretly the same individual perpetuating himself throughout the centuries. In the world of Lichdom, this individual is Roth. He is a shadow that guides mankind to greatness each time he steps forward. Now, in his sixth age, Roth has selected you to be his instrument of power. You will use his amazing gift of magic to cut out the cancer that seeks to utterly destroy the world.
Our motto at Xaviant is: You will feel everything. The story of Lichdom is a vivid tale where you are the center of an epic turning-point in the world. The player chooses between playing a male or a female character. Although the story will stay the same, each side of the tale will be distinctly different.
Saturday - September 28, 2013
Lichdom - Preview @ Tweaktown
Tweaktown has a new preview video for Lichdom from the the AMD GPU14 Tech Event.
Shortly after yesterday's keynote at the AMD GPU14 Tech Event, our own Shawn Baker had the chance to preview some cool games, of which Lichdom was the first. Lichdom is a magic spell crafting style game in which you are left to roam the realm which is filled with aggressive NPCs, ghost, and monsters. Players can craft over a million different spells and then chain them together to create devastating and deadly combos.
Friday - September 27, 2013
Lichdom - A New Single-Player RPG
Lichdom is a single-player, first-person action game with an emphasis on role-playing and crafting spells. The game takes players on an adventure of godly proportions, pitting humans against the forces of worldly decay: corruption, greed, and decadence. Wielding magic like a weapon across vast, unpredictable and mythical landscapes, players face cunning enemies and daunting challenges in a battle for the ultimate prize: control of the world and everything in it.