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Curator Collection

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THE CURATOR COLLECTION is a hand-picked list of references that our knowledgeable team of volunteer curators have deemed particularly informative about Pantheon and its development. This is a great place to start if you already have a basic understanding of Pantheon, but want to learn more.

The list is organized in reverse chronological order, so the most recent info will always appear first in searches from top to bottom. If you haven't already, we highly suggest opening the Search Guide in a separate tab to assist as you explore the Library:

All of the references below are labeled with a icon in their respective areas of the Library. This list will be updated as Visionary Realms releases new information.

 


 

From the Great Hall:


You can view references by category and get additional info about that category by clicking on any label in <<angle brackets>> next to the headings (Ex: <<Gameplay Stream>>), which will take you to that section of the Reference Catalog.

2022-Sep 29: September 2022 Newsletter

Producer's Letter [Pre-Alpha test, character model asset, animation and rigging development, team growth, ViNL networking, weather, day/night cycle, climates, swimming, perception storyline, NPC abilities, Warrior implementation, world building, Alpha 1]
Last Month in Review
Pantheon: One Year Later [development, implementation, HDRP, terrain, seamless, weather, assets, ViNL networking, weapons, techniques, readiness endurance health and mana resources, class passive abilities, combat, user interface, sprint, crafting and gathering, mining nodes, banks, death, deleveling, experience, zones and world building, NPCs, buffs, pacing, armor and weapons, attributes, regeneration, climates, climbing, skills, progression, casters, healing, soloing, difficulty, itemization, gear, visible loot, vendors, patch notes]
Guilds of Pantheon (Community Spotlight)

2022-Jul 14: Pantheon: Rise of the Fallen - Art and World Building Update <<Video News>>

Availia Village Entrance Concept Art
Availia Village Windmill Concept Art
Availia Docks Concept Art
Availia Market Concept Art
Thronefast Bay Concept Art
Thronefast Bay Graybox 3D Concept Art
Corcyran Temple - Availia Cleric and Paladin class starting area Concept Art
Monk class starting area Dojo Concept Art
Rogue class starting area Concept Art
Gadai Bandit Concept Art
Dilapidated House Concept Art
Thronefast Sewers Concept Art
Availia Warrior class starting area concept art
Demith Village Building Concept Art in Black and White
Demith Village Building Concept Art in Color
Demith Village Building Screenshot 1
Demith Village Building Screenshot 2
Demith Village Building Screenshot 3
Demith Village Building Screenshot 4
Demith Village Building Screenshot 5
Karanite Ore Concept Art
Shining Karanite Ore Concept Art
Slytheril Ore Concept Art
Glittering Slytheril Ore Concept Art
Tascium Ore Concept Art
Mining Nodes Screenshot 1
Mining Nodes Screenshot 2
Mining Nodes Screenshot 3
Mining Nodes Screenshot 4
Mining Nodes Screenshot 5
Newest environment artist team growth
Steve Clover joining the programming team [team growth]
Near Death Mechanic implementation [programming]
Old HDRP Terrain vs. New HDRP Terrain
New HDRP Terrain - terraced mountain assets doubling playable space
New HDRP Terrain - terraced mountain assets enabling vertical exploration with climbing
How new HDRP Terrain Mountain Assets affect travel in a seamless open world
Mad Run reveal 1
Mad Run reveal 2
Human Arcane User Starting Area - Arcane Watchtower
Kingsreach vista from Silent Plains screenshot 

2022-Apr 7: Parting the Veil - E2 - Soloing in Pantheon: Rise of the Fallen <<Miscellaneous>>

Solo vs. group content
How design evolves over time
Designing matchmaking tools
How changes to combat affect soloing
Soloing and different levels of progression
Some classes being better at soloing than others
Learning to play a class before endgame
Content monopolization from solo players and the world opening up as you level [itemization, progression]
Preventing soloing from becoming easier than grouping
Players can level up by soloing, but grouping allows for everything Pantheon has to offer

2022-Mar 10: Pantheon: Rise of the Fallen - HDRP Part II <<Video News>>

Biome generation with Gaia
How Gaia speeds up world building
Water system
Day/night cycle
Weather system
Snow
Climbing mountains
Internal quality assurance for performance with the weather system
Most art assets shown are finalized
In-game day/night cycle does not correlate to real world day/night
In-game seasons in addition to day/night
How weather will behave now that the world is seamless
Vendors opening and closing with the day/night cycle
NPC populations in Thronefast

2021-Nov 25: Parting the Veil - E1 - Pantheon: Rise of the Fallen is Not Niche - Part 2 <<Miscellaneous>>

Death penalties don't have to be alienating by design [target audience]
Why people still think Pantheon is an EverQuest "clone" [design, target audience]
Avoiding feature creep [design, implementation, development]
Improving accessibility without decreasing challenge [community, limited playtime, onboarding]

2021-Nov 18: Parting the Veil - E1 - Pantheon: Rise of the Fallen is Not Niche - Part 1 <<Miscellaneous>>

Pantheon is not being designed as a Niche game [target audience]
Creating tension with Death Penalties
Designing for a “niche market”  limits creativity [target audience]
Pantheon's target audience [Pantheon overview]
Free mounting system [mounts, travel]
Designing with fun in mind
Balancing death penalties with ways to recover

2021-Oct 14: Pantheon: Rise of the Fallen - HD Rendering Pipeline Part 1 - Tech and Tools <<Video News>>

HDRP overview
Unity engine scene programming
Unity Collaborate
Zone loading screens
Houdini vs. Gaia
Graybox to terrain development demo
World building speed with procedural terrain
Variable terrain erosion
Has Kingsreach terrain map changed with Gaia?
Cave asset development demo
World building speed with procedural terrain (cont'd)
How Gaia affects the development timeline
Procedural NPC and character assets
Terrain and asset streaming demo in Unity engine
Seamless world and zone lines
World size limitations with terrain streaming
Asset detail density with terrain streaming
Terrain and asset streaming demo in Unity engine (cont'd)
Patch Notes
Avendyr's Pass graybox terrain before & after screenshots
Refer a Friend program

2021-Aug 13: Pantheon: Rise of the Fallen - CohhCarnage Hosted Gameplay - August 2021 <<Gameplay Stream>>

Character selection screen
Pantheon overview and team size
Halnir Cave
Rogue role, abilities, and Opportunity unique combat resource
Limited Ability Sets
Climbing
Rogue Opportunity combat resource and stealth
Rogue trap abilities
Autoattack keybind
Combat music and audio
Ability rotation combat
Rogue toxin crafting ability
Class passive utility abilities
Rogue toxin crafting ability (cont’d)
Rogue Vapor Trap ability and pulling
Wraith NPC AI and abilities
Assist command
Rogue stealth strategy
Saved ability loadouts
Assist command and macros
Enchanter Spell Turn ability
Trap detection
Wrath of Wraith ability and NPC AI
Ranged combat implementation
NPC Superheated Trait
NPC Traits and Dispositions
Free trial
The importance of crowdfunding
Pre-Alpha player population and pledge perks
Belts as light sources
Female character models
The importance of immersion, exploration, and group interdependence
Ability acquisition
Ashbarran the Banebound miniboss fight
NPC combat vs. Climbing
Interactable objects
Non-combat activities and roleplaying
Player profiles and matchmaking
Enchanter Spell Turn ability duration
Halnir Cave lore
Safe spots
Target audience
Revenue model
Pre-Alpha testing
The Thief of Eternity boss fight
Thronefast grayboxed

2021-Jun 4: NPC Combat Tactics <<Video News>>

Isle of Infinite Storm introduction
Meaningful decisions for NPC AI
NPC AI custom targeting logic
Logic flowchart for NPC casting stun on healer
Gameplay demo for NPC casting stun on healer
Tuning NPC AI
Logic flowchart for NPC pulling caster in closer
Logic flowchart for NPC purging a crowd controlled ally
Gameplay demo for NPC purging a crowd controlled ally
Logic flowchart for NPC taking advantage of an off-balance enemy
Logic flowchart for NPC casting on an enemy with mana resource
Logic flowchart for NPC casting on an enemy mana user who is not crowd controlled
Gameplay demo for NPC taking advantage of an off-balance enemy and enemy with mana resource
Action twitch combat vs. tab targeting [pacing]
Logic flowchart for NPC choosing between 2 targeting options
Ability flowchart for curse damage with knockback
Gameplay demo for Demise ability (curse damage with knockback)
Definition of challenge
Patch Notes
NPCs running out of mana resource
Abilities to break crowd control
NPC Ability overlap
Dispositions and NPC AI
Traits and Dispositions
NPC AI applied to types manually
Designers using tools without programming team assistance
Intelligence attribute tied to depth of NPC AI
Collision with objects when being pushed back
NPCs working together for strategies and combos

2020-Oct 14: October 2020 Producer’s Letter <<Newsletter>> [Kickstarter, programming, refactor, Project Faerthale, Pre-Alpha testing]

 


 

From the Kickstarter Era:


IMPORTANT:
This section only contains statements from January 2014 to December 2014. Any game-related information therein may no longer be applicable. This information is provided for historical purposes only.

2014-Feb 22: Site Launch Letter from Brad [target audience, Kickstarter, crowdfunding, investors, publishers, team size, website, pledge perks]