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Requnix's Blog (President & CEO)
August 2009 Update - 08/29/2009
We just released what I consider to be our first really solid BETA. We've more than doubled our frame rate, halved our texture usage, fixed the core network problems, and corrected a number of bugs that prevented people from completing quests and progressing without grinding. We also killed most of the crashes. The amount of changes that have been implemented over the past month are quite numerous. [MORE]
July 2009 Update - 07/31/2009
It's hard to believe August is right around the corner. So much has happened in July it's hard to cover it all. For those of you in private Beta you've seen the massive changes since the last major release nearly a month ago. We're now focusing on bug fixes and stability in parallel with features. Mounts and pets are now in, and other core features are quickly coming up. We are releasing another hotfix today that corrects the core combat issue; everyone in Beta will immediately see the... [MORE]
June 2009 Update - 06/29/2009
Its amazing how time blends together as the development of Alganon enters its 41st month. Client, Server, GOD (Customer Service) Tool, World Building System, Models, Animations, Sound FX, Music, World Development, Content, Data, Items, Classes, Actions, Scripts, Bug lists and of course much, much more, all worked on each day. [MORE]
May 2009 Update - 05/26/2009
Wow, where to start! The amount of work that's being done right now is pretty intense; finalization of new features and core systems, managing tester feedback, etc. There is quite a bit going on.Many ask when we'll start Public beta. At this point we're shooting for July. There are still many things being built out with the game in the areas of balance and continued bug fixes. All of this takes time. [MORE]
April 2009 Update - 04/28/2009
Mathew just reminded me it's time for a monthly update! My response was "What month is this?"As you may imagine, things have been intense as we continue with the development of Alganon. Over the past few weeks, we have been working hard on data-sets, the server technology, client bugs and features, and enhancing MyAlganon. Writing a MMOG from scratch is probably some of the most difficult development a company can undertake. We are fortunate to have some of the most skilled developers... [MORE]
March 2009 Update - 04/07/2009
March has been quite a month for us here at Quest Online. As we prepare for the upcoming Private Beta of Alganon for April, our team is working around the clock, solidifying our client and server systems, integrating gameplay features, and testing the core data (related to quests, studies, items, actions, etc.). On top of that, we have the continued growth of MyAlganon and the upcoming integration of the online Library system, which should launch in the next few days. This will give... [MORE]
Is it February already? - 02/23/2009
What a month! We are moving from internal Alpha to Private Beta, and it's taking all of our resources to prepare for bringing outside people into the testing loop. We are making sure all the bug reporting systems are functional, the server is solid, and the client is refined. Plus our data/design team has to go in and verify all of the quests, rewards, and progression-related materials are properly balanced. Studies, Achievements, Families, and more are being finalized as well. [MORE]
New Years update - 01/20/2009
It's been three years now, and I am writing the first official "large scale" developer blog as the creator of Alganon and president of Quest Online. Where to start? I suppose the first place is to explain why we have been so quiet. Early on in the development of the product (when it was called Crusade) I made a decision not to push the game out to the public with all the traditional hype. I wanted something solid, to have a real foundation as a contender MMOG before we really went... [MORE]
October 2008 Update - 10/10/2008
As many have noticed, we have been laying low regarding the progress of Alganon. This isnt because there isnt much going on. On the contrary, our team has nearly doubled in size since my last blog posting and things are progressing at such a rate its hard to keep up with it all. Our server systems have been relocated to our chosen commercial launch hosting site, and our team is working all hours of the day to bring every aspect of the p [MORE]
Plans for 2008 - 02/29/2008
What? It's already March 2008? Where did 2007 go? Last thing I remember was some crazy cool game idea coming to fruition, killing goblins in a test world, finalizing concepts, and being excited. Now we've got this monster of a world editor system that allows multiple developers to work on the world concurrently, new and exciting server architecture, a custom built client and LUA system that handles both integrated and 3rd party UIs, post processing shader systems, tons of world... [MORE]
End of 2006 Update - 12/20/2006
The New Year is definitely going to bring some major changes (and news) for QOL and CRUSADE. We were hoping to share some of this news before the end of the year, but have been so busy with the design and technology of the game that we've hardly had time to breathe. We've had a functional multiplayer Alpha for months now; skills & studies, combat, quests, resource harvesting and even basic tradeskills are all in and functional. The core "feel" of the game is coming along great,... [MORE]
Competing with WoW? - 08/30/2006
I've had many people ask me "why is CRUSADE special?" and "how will CRUSADE compete with WoW?". The first thing to point out is that CRUSADE, or any other MMOG for that matter, doesn't need to "compete" with WoW, which I might add is an amazing game. There is so much market potential in the on-line gaming sector, the fact is that WoW holds less than 5% of the worldwide on-line gaming market. This means there are many more players to "convert" to subscription-based games, and within that... [MORE]
July is over already? - 07/29/2006
What? July is almost over? But it was just the 7th! What happened to the time? I must admit, I am very pleased with the progress of CRUSADE; our team is doing a wonderful job. Our core technology is coming together nicely, and our custom world editor is the easiest I've ever used - we can build large-scale worlds now, and populate them with ease. The next few months should be very exciting as we reveal the next set of races, as well as other interesting information. A big thanks to...
Screenshots sent to IGN RPG Vault! - 07/07/2006
What a week indeed. We have released our first set of screenshots to IGN RPG Vault along with a very large interview that should be posted at the beginning of next week; as soon as it is, I will be sure to post the link. Over the next few weeks we will begin to release additional screenshots on a more regular basis. The fun is just beginning!
Screenshots are almost ready! Really! - 06/25/2006
Our team has been working around the clock on the alpha build to prepare for an upcoming large-scale interview where we will release the first set of Screenshots for CRUSADE. We were hoping to do this at the beginning of June, but I wanted some additional core visual features implemented before the screenshots were released. [MORE]
Silence before the storm... - 05/26/2006
Sorry things have been so quiet lately. Our entire team has been working hard to prepare for our upcoming release of the first CRUSADE screenshots. Right now it looks like one of the major gaming sites will get the "first look", but we'll be sure to post a reference as soon as it is made available. Per the voter's requests, we are also planning to release more information on the character progression system. Well, back to work. Oh wait, somebody said it was the "weekend"? That word...
Skills, Studies and Stances, oh my! - 05/13/2006
There's nothing better than seeing the progress of not only the tools and technology, but the game play systems. We managed to finalize the core hybrid skill system this week based on the original design, and as a gamer, I am very excited by the results. We wanted to directly address the level-based limitations that players are currently running into, while embracing the flexibility of a skill-based action/reaction system - but the trick is to "wrap" it well enough to where it's not...
What a week! - 04/29/2006
What a week indeed! In addition to continued client and world builder development, our team has been working to finalize the website for Monday's launch. We're very happy with the results. In addition, the first set of music for Crusade will be complete on Sunday, and we are planning on adding some sort of streaming system to the main website that will allow the players to listen to what we've created.While we already have a functional client, we are going to wait a bit longer before...