Ashes of Creation Alpha Two Night & Day and Other Heavenly Things



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We are extremely excited to give you an update on the Ashes of Creation Cleric Archetype, Night and Day cycle, and constellations! This 4K video is just a taste of what’s to come!

💬 If you have any feedback on what was shown, please share it with us over on our Forums!
🛡 Cleric & Weapon Updates: https://forums.ashesofcreation.com/discussion/54662/feedback-request-cleric-weapon-updates-shown-in-november-livestream/p1
⭐Day & Night Cycle w/ Constellations: https://forums.ashesofcreation.com/discussion/54663/feedback-request-day-night-cycle-w-constellations-shown-in-november-livestream/p1

Reminder that Ashes of Creation is an open and transparent development project. As such, you will see work-in-progress art, systems, and mechanics. Leave us your thoughts on our progress in the video comments!

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28 thoughts on “Ashes of Creation Alpha Two Night & Day and Other Heavenly Things”

  1. I saw a few people saying that night should be darker. While I personally like dark nights in video games, I think in this case it's in a good spot. If you do want it to look darker that's very easy to achieve with a reshade filter without losing visual quality, it's less easy to lighten something that's too dark. Also with such long night cycles, it is important for nighttime not to affect game-play too much, as some people might only experience night during a whole play session.

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  2. Night should be darker. I showed the part where they are fighting the zombies to a friend and I let her guess whether if it was night or day and she said its day. I said no B*tch its night, now let me clap them cheeks.

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  3. I don't think you should add more to the original scope of the game. Get it finished, polished and released. Then add more stuff. So many games die in development from the scope getting out of control.

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  4. The ambiance of the game is amazing to the point of feeling immersive, this area of undeads is too cool. The change between day and night seems good, but the night time in general is too bright, I believe that a little darker will leave the climate more tense and immersive, besides valuing more the lighting of the moons and the luminaires in the spots where the light hits. About the priest, he seems to be very efficient, healing well and with the debuffs help take the pressure off the team when they are surrounded by mobs. I liked the presentation, it was a lot of fun and I'm waiting for the last livestream of the year!

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  5. Already made my 2 cents on the forums about clerics and the night stuff. Overall I like!
    Tldr, a slightly darker night could help build atmosphere and make practical lighting such as lampposts and bioluminescent plants pop out more with a greater contrast. I like that clerics need to DPS a little to heal more, be a team player and not a team manager.

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  6. Overall I really liked this demo. Especially the concept, that skills of the different classes can build on each other. But to add some critique as well: the cemetery area felt a little bit generic. It was like a maze sometimes. But I'm not sure why. Maybe it is just the lack of mob diversity and asset diversity in general. But it can be a lack of unique, memorable spots what you can refer to.

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  7. The night sky looks fantastic! Ability synergy is great. I was expecting more white and yellow spell colors for a cleric though. The red, green and rainbow spells feel like they belong to a different class, but it would be cool to have a rainbow afterglow if they use their light spells while it's raining or something. Don't clerics use spell books? It would be cool to see a spell book on their body or taken out when casting spells or something. Can't wait to get my hands on the game. Keep up the great work!

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  8. The fog itself looks pretty good, but comes off awkward because it sits on trees and hills like snow instead of how fog actually acts in real life. The hills and trees should rise above the fog line in a place like this and not have just a layer of fog on every flat surface like the individual branches.

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