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90,000 nodes later (a brief history of Spiral Knights)

21 replies [Last post]
Tue, 09/24/2013 - 13:49
Warp-Master's picture
Warp-Master

So, I did it. I made node 90000 my own. While I could be a scumbag and just write "90k GET" here, I'd rather take the opportunity to look back on the early history of Spiral Knights. Many thanks to the Spiral Gods Alliance, wherever they may be, for providing some of the information here.

Project X was first shown to select Whirled players as part of a secret four-hour pre-alpha test. Nobody knows anything about this, since it was probably only made available to about 10 players.

Over time, and after some more testing (some of which people here will no doubt be familar with), Spiral Knights as most of us know it was born. Going through forum threads and wiki articles from this era shows how little the players actually knew during these early days, and how poorly everything was documented. This, for example, is the earliest known documentation for the Gremlins. This is what we knew about how the Arcade worked. Here's the dawn of 5* items.

Another thing that's striking is how much the game changed prior to launch. Originally alchemy didn't even exist; You bought everything from vendors for crowns or found them as drops from monsters or chests. Mountains of items were left on the cutting-room floor. You could check the numeric values of your defenses and status resists at all times. Exploration was very different; each town had its own Arcade, each subtown was intended to be as much of a player hub as Haven, joining parties cost Energy, and the Clockworks was just odd odd in general. And let's not forget that amazing placeholder logo!

How much of this should have stayed? Well, that's a matter of opinion. I think the idea of a non-linear Arcade is lovely, and those spiral-shaped elevator floors are far snazzier than any other design for them I've seen.

Then Spiral Knights was launched, and the rest is history. On the one hand, we've had new bosses, new levels, new items, new mechanics, and minor improvements galore. On the other hand, we've had the shardpocalypse, the AI nerfpocalypse, and a seeming apathy towards massive bugs.

Overall, however, I feel that there's been a net positive change. However, the issues with bugs and oversights in the game is rapidly becoming overbearing. Hopefully with this newest major update we'll see quality time spent on good old-fashioned bugfixes. Also, the new Arcade would do well to learn from the original system, where gates could lead to other gates and not every gate reached the Core. If that's not a way to make a non-linear sandbox where unexpected things can happen, something's wrong.

Band together and race to the Core!

~Warp-Master

Tue, 09/24/2013 - 13:54
#1
Hexzyle's picture
Hexzyle
Daybroke it for nothing XD

GODDAMNIT!

私が不注意だった
[I was careless]

Tue, 09/24/2013 - 13:57
#2
Warp-Master's picture
Warp-Master
@Hexzyle

You feeling miffed, Hexzyle? Frustrated? Maybe a little... jelly?

Anyway, it could have been worse. This could have been a ragethread.

Tue, 09/24/2013 - 13:58
#3
Usevnsevnsixfivfor's picture
Usevnsevnsixfivfor

So what about node 100000 which will soon come?

Tue, 09/24/2013 - 14:05
#4
Hexzyle's picture
Hexzyle

You feeling miffed, Hexzyle? Frustrated? Maybe a little... jelly?

Not really, because I bagged an even better thread, both in number and (possibly) in content :P

Tue, 09/24/2013 - 14:28
#5
Isekuube's picture
Isekuube
Derp. :3

gg Warp

Tue, 09/24/2013 - 14:34
#6
Khamsin's picture
Khamsin
.

I hope the arcade redux brings back that old school flavor. Nice post by the way.

Tue, 09/24/2013 - 15:17
#7
Fatalitizer's picture
Fatalitizer
The subtowns had different

The subtowns had different arcades? They were intended as additional social hubs? Neat. It'd be cool if that was brought back in the Arcade redux and T2 people could meet with mostly just T2 people and same with T1 and T3.

Tue, 09/24/2013 - 15:44
#8
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Interesting...

I was around when the old Arcade was in place, but I never got to T3 before things got changed.

Some fun facts...

If you deposited in a gate, then you got some crowns as long as the gate was around, depending on both how many crowns players made in the gate and how many minerals you deposited.

Somewhere I heard that dynamic music was going to be added before they made status variations of every clockworks level.

FSC was the only place you could see Slag Walkers.

Non-overtimer Devilites were pure normal damage. (I think this should have stayed...it balanced their perceived OPness and made it more punishing to see a overtimer.) and so were Jelly Cubes. (You had a Blue Brute in T2 and Rock Cubes in T3.)

I heard somewhere that, before tokens were a thing, Antigua and Sealed Sword were rare drops.

Nick said that they have all the old versions buried somewhere...could he dig it up on some random day in the future?

I've missed some things. Any other beta testers willing to fill in the (big) blanks?

Tue, 09/24/2013 - 17:06
#9
Warp-Master's picture
Warp-Master
@Khamsin

Thank you! The point of this whole thing was to bring all the cool stuff that got shelved to the forefront so the community could evaluate it and feel out what would fit in with the current state of Spiral Knights.

Say, I wonder what happened to . Are they still around, by any chance?

Tue, 09/24/2013 - 18:11
#10
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

@Warp-Master
Say, I wonder what happened to . Are they still around, by any chance?

Erp...you ok? What happened to what?

Can you hear me? Warp? Warp-Master?! WAAAAARP!!!!

Tue, 09/24/2013 - 18:51
#11
Bopp's picture
Bopp
a good thread

Thank you, Warp-Master, for posting valuable information, well-presented.

Wed, 09/25/2013 - 00:42
#12
Hexzyle's picture
Hexzyle

Can you hear me? Warp? Warp-Master?! WAAAAARP!!!!

GAME OVER

Wed, 09/25/2013 - 04:48
#13
Warp-Master's picture
Warp-Master
GAME OVER FISSON MAILED Yeah,

GAME OVER
FISSON MAILED

Yeah, I forgot about the HTML parser bodging up clan tags and whatnot. I was referring to the Spiral Gods Alliance, since they're allegedly the first SK guild ever made.

In other news, I find it deeply disturbing that the dummythread I created for no other reason than to advance the node counter is more popular than this. Maybe I should have put it in Graveyard....

Wed, 09/25/2013 - 11:55
#14
Trats-Romra's picture
Trats-Romra
It's very interesting!

Is incridible how the game changed too much! The game was too different!
I am even wanting to try the old Spiral Knights.

Edit: But it's a impossible dream.

Thu, 09/26/2013 - 12:56
#15
Krakob's picture
Krakob

This 5* Winmillion suggestion is weird.

Sat, 10/05/2013 - 18:44
#16
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

This thread shall live forever!

Sat, 10/05/2013 - 19:08
#17
Isekuube's picture
Isekuube
Derp. :3

And ever and ever!

Sun, 10/06/2013 - 10:27
#18
Warp-Master's picture
Warp-Master

Wow, people are bumping this.

Anyone leftover from the beta here? What about the pre-alpha?

Sun, 10/06/2013 - 11:18
#19
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

I'm a beta player!

Holds up Pioneer's Medal.

Sun, 10/06/2013 - 12:21
#20
Saphykun's picture
Saphykun
Technically it was called

Technically it was called "closed preview" and there were... 4(?) closed preview tests. I joined in October 2010 when a friend of mine on Whirled gave me a referral link to try it out so I joined in the last stage.

The Sealed Sword and Antigua were rare drops and there wasn't another way of obtaining them except if you bought them off from another player for a ridiculously huge sum of money (I'm looking at you Nj).

Ever wonder why the Dusker Coat is called Dusker? Because in the preview, the tier appearances of the Wolver went like this:
T1: The T2 version of the non-elemental Wolver we see today
T2: The T1 version of the Voltail/shock Wolver we see today, was named "Dusker"
T3: The T1 version of the Ash Tail/fire Wolver we see today

So when you upgraded your Wolver Coat, your coat's appearance would be "upgraded" too, from T1 to Vog/Skolver. Same thing with Jelly Cubes back when they didn't have the spike abilities (pink jelly, brute jelly, rock jelly).

Other fun stuff:
- Pit Bosses could fire Devilites, transforming them into the Firebrander Overtimer you see today
- This was the T3 lumber
- DVS was insanely OP, could take out a jelly with salamander set in two hits (not combos, HITS). Result.
- You could craft Dusk Drops using Crimsonite to deposit into the gates. This is how it worked.
- You could drag and drop materials on the floor
- This was possible
- YOU COULD BUTT-KART WHILE SITTING BUT APPARENTLY SOME PEOPLE THOUGHT IT WAS A BUG SO THE DEVS FIXED IT I'M STILL VERY ANGRY AT THIS

You can probably go to the last page of the GD and get a gist of the preview/beta event. If you go on the wiki you could probably get snippets of old images from preview players by going to their contributions page and then checking their contribs from before April 2011 (address is http://wiki.spiralknights.com/Special:Contributions/name of account)

EDIT: STILL VERY ANGRY

Mon, 10/07/2013 - 03:32
#21
Hexzyle's picture
Hexzyle
@Saphykun

http://media.spiralknights.com/wiki-images/
You're welcome.

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