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Revival

Q3 2021

UE4
Art
Content
Act XI Part 2
Class Changes
Interface
 
 
 
 
 
 

The Engine

Blade & Soul currently runs on a single-core engine. This has made it difficult to implement light and sophisticated UI, realistic and detailed visuals, and clean optimization. It has also limited development for our team.

We wanted to deliver wider worlds, variety in movement, and detailed expressions, but we were restricted by the capabilities of the engine.

The User Experience

We have prided ourselves as pioneers in the industry, but the more burden we put on the engine, the worse the experience became.

While players endured long loading screens, game immersion suffered.

Blade & Soul could no longer handle brilliant visuals or complex cinematics. We were losing what defined our brand.

The Plan to Improve

We understood the problems but changing the game engine would mean resetting the development environment.

We believed it would be best for our fans and our future, but this would mean starting from scratch to realign our development pipelines. It would mean a lot of hard work.

So that is what we did.

Asynchronous Loading

Part of our plan is to introduce Asynchronous Loading to display data within the connected character’s view first.

We will pre-load locations that we estimate the character will arrive at before the character’s actual arrival.

A Focus on Optimization

We will focus on how the game runs so that you can focus on having fun. 

Previously, our engine needed to express everything the player saw, even far away objects.

That meant wasting resources on visualizing unnecessary data during gameplay.

Now, we’re going to break this limitation and express data by prioritizing the closest objects.

This will lead to a more detailed and stable performance with less lagging. 

Defining Your Character

Blade & Soul is defined by its world and the characters that the player creates in it. 

Our priority is to maintain our unique character visuals and expressions with the new engine. 

We plan to improve our shaders and processes in full scale to express character textures and colors more vividly.

We are dedicated to preserving and improving everything from hairstyles, costumes, character designs, colors, and textures.

Defining Our Art

We take great pride in the design and artwork of Blade & Soul and the new engine will allow us to do even more than before.

Blade & Soul visuals are a unique part of the experience, and we will always work to make them something our audience loves.

Re-imagining Dungeons

We are re-focusing on player-centered combat and dungeons so that individual players and plays feel important again.

We want individual players to be able to celebrate amazing victories or huge plays that change the outcome of a battle. Because of that, we are re-imagining and revisiting dungeon design, especially on smaller scales.

Our first newly designed dungeon is in the works, and you can expect it in Q3 2021!

Re-imagining Dungeon Difficulty

Playing through a dungeon should not feel like a repetitive task.

Although we have added many dungeons to Blade & Soul, we were not satisfied with the variety they provided. New dungeons were ultimately exciting but became tedious over time.

This is why we are creating a new way to experience dungeons.

Our goal is for the same dungeon to provide ever-changing experiences and excitement.

Goals and strategic encounters presented at each stage will provide players with steady challenges and a true sense of accomplishment.

We have many more details to come about this exciting new system as we are closer to its reveal!

The Saga Continues

The long-awaited sequel to Act XI is on its way.

In Act XI Part 2, players can expect even more of the mystery and beauty of the Divine Realm to be explored, and long-lost ties will be found anew. Untold stories will unravel as players move ever closer to their final battle and journey to the Lake of Reflection.

We know that the story of Blade & Soul is paramount to the immersion and enjoyment of the world, so we wanted to provide a sneak peek at some of what will be coming later this year.

A New Journey Awaits

Class Changes for Existing Characters

A core part of Blade & Soul has been the addition of new content and upgrade elements. We have been proud to deliver consistent new classes and specializations that resonate with players.

However, the large variety of classes can become burdensome for a player trying to choose the perfect class to invest their time in. This is especially true for our veteran players that have put untold hours into a character they love only to have an exciting new class release they would like to play.

Because of this, we are working on a new system that allows players the freedom to change classes as well as exchange class exclusive items to a new class. Our goal is to create a system that improves the options available to our new and veteran players alike.

We are also aware of the concerns regarding a system like this, first and foremost, concerns about balance and preference for certain classes causing imbalances. We are working diligently to create unity between all classes so that this new feature is not abused and does not negatively impact player experience.

USER INTERFACE UPDATES

Over time, we have had a lot of new ideas for the menus, design, and user experience of Blade & Soul. However, the more ideas we had, the more complex the experience became for users, and displaying everything we wanted became impossible.

That is why we are updating our interface with a focus on convenience and clarity.

The first step is to create an intuitive interface. Similar information will be grouped together, and menus will be organized in hierarchies of related information so that players don’t have to memorize the location of various functions or menus.

We are still in the early stages of this update, but we are hard at work and wanted to share our current progress.

  • In-Progress Menu Interface
  • In-Progress character creation interface

Please note, these are early designs and are subject to change.

Revival

Q3 2021

The Engine

Blade & Soul currently runs on a single-core engine. This has made it difficult to implement light and sophisticated UI, realistic and detailed visuals, and clean optimization. It has also limited development for our team.

We wanted to deliver wider worlds, variety in movement, and detailed expressions, but we were restricted by the capabilities of the engine.

The User Experience

We have prided ourselves as pioneers in the industry, but the more burden we put on the engine, the worse the experience became.

While players endured long loading screens, game immersion suffered.

The Plan to Improve

We understood the problems but changing the game engine would mean resetting the development environment.

We believed it would be best for our fans and our future, but this would mean starting from scratch to realign our development pipelines. It would mean a lot of hard work.

So that is what we did.

Asynchronous Loading

Part of our plan is to introduce Asynchronous Loading to display data within the connected character’s view first.

We will pre-load locations that we estimate the character will arrive at before the character’s actual arrival.

A Focus on Optimization

We will focus on how the game runs so that you can focus on having fun. 

Previously, our engine needed to express everything the player saw, even far away objects.

That meant wasting resources on visualizing unnecessary data during gameplay.

Now, we’re going to break this limitation and express data by prioritizing the closest objects.

This will lead to a more detailed and stable performance with less lagging. 

Defining Your Character

Blade & Soul is defined by its world and the characters that the player creates in it. 

Our priority is to maintain our unique character visuals and expressions with the new engine. 

We plan to improve our shaders and processes in full scale to express character textures and colors more vividly.

We are dedicated to preserving and improving everything from hairstyles, costumes, character designs, colors, and textures.

Defining Our Art

We take great pride in the design and artwork of Blade & Soul and the new engine will allow us to do even more than before.

Blade & Soul visuals are a unique part of the experience, and we will always work to make them something our audience loves.

Re-imagining Dungeons

We are re-focusing on player-centered combat and dungeons so that individual players and plays feel important again.

We want individual players to be able to celebrate amazing victories or huge plays that change the outcome of a battle. Because of that, we are re-imagining and revisiting dungeon design, especially on smaller scales.

Our first newly designed dungeon is in the works, and you can expect it in Q3 2021!

Re-imagining Dungeon Difficulty

Playing through a dungeon should not feel like a repetitive task.

Although we have added many dungeons to Blade & Soul, we were not satisfied with the variety they provided. New dungeons were ultimately exciting but became tedious over time.

This is why we are creating a new way to experience dungeons.

Our goal is for the same dungeon to provide ever-changing experiences and excitement.

Goals and strategic encounters presented at each stage will provide players with steady challenges and a true sense of accomplishment.

We have many more details to come about this exciting new system as we are closer to its reveal!

The Saga Continues

The long-awaited sequel to Act XI is on its way.

In Act XI Part 2, players can expect even more of the mystery and beauty of the Divine Realm to be explored, and long-lost ties will be found anew. Untold stories will unravel as players move ever closer to their final battle and journey to the Lake of Reflection.

We know that the story of Blade & Soul is paramount to the immersion and enjoyment of the world, so we wanted to provide a sneak peek at some of what will be coming later this year.

A New Journey Awaits

Class Changes for Existing Characters

A core part of Blade & Soul has been the addition of new content and upgrade elements. We have been proud to deliver consistent new classes and specializations that resonate with players.

However, the large variety of classes can become burdensome for a player trying to choose the perfect class to invest their time in. This is especially true for our veteran players that have put untold hours into a character they love only to have an exciting new class release they would like to play.

Because of this, we are working on a new system that allows players the freedom to change classes as well as exchange class exclusive items to a new class. Our goal is to create a system that improves the options available to our new and veteran players alike.

We are also aware of the concerns regarding a system like this, first and foremost, concerns about balance and preference for certain classes causing imbalances. We are working diligently to create unity between all classes so that this new feature is not abused and does not negatively impact player experience.

USER INTERFACE UPDATES

Over time, we have had a lot of new ideas for the menus, design, and user experience of Blade & Soul. However, the more ideas we had, the more complex the experience became for users, and displaying everything we wanted became impossible.

That is why we are updating our interface with a focus on convenience and clarity.

The first step is to create an intuitive interface. Similar information will be grouped together, and menus will be organized in hierarchies of related information so that players don’t have to memorize the location of various functions or menus.

We are still in the early stages of this update, but we are hard at work and wanted to share our current progress.

  • In-Progress Menu Interface
  • In-Progress character creation interface

Please note, these are early designs and are subject to change.