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Annor - Broken Shore

Development Blog

Earl (Signet) THURSDAY, 4 FEBRUARY 2010 BY EARL (SIGNET)

LUMBERJACK – Felling

Well tonight/this morning I finished the first draft of the Felling skill’s chop script. In many ways the script is basic as it doesn’t award the player any EXP. It doesn’t check for an axe. It doesn’t do any real maths. But it demonstrates how the script SHOULD work.

This concept is a concept I use when designing a system and developing it. I take the bits we need at the beginning and decide what the end result should be. Then I make a simple system for getting there quickly. Once that has been done, tested and ironed out we know that the system will work from start to finish and provide us with the ultimate result required.

From then it is a case of adding the details in the middle. The “luxuries” as I like to call them. Of course…. in this case they are not luxuries. Instead they are problems and penalties that relate to your characters abilities. Headaches… yes you can call them headaches.

Well I took some screenshots showing the prototype cut down models of a birch tree. I am waiting on Kaleotter for the finished version of this model. There are currently several issues with it. But issues aside, I have done some foresting and here are the pictures to show how anti-nature you can be.

Earl (Signet) MONDAY, 18 JANUARY 2010 BY EARL (SIGNET)

Re: Contact Us

The back-end of the contact page has been finished.

You can now contact the development team with whatever questions you may have. The contact page is a bit like our main website. Besides the layout, it is pretty basic and empty.

The contact us page is only “working” and by no means finished!

Earl (Signet) SUNDAY, 17 JANUARY 2010 BY EARL (SIGNET)

Contact Us Broken

I am aware that the Contact Us page doesn’t work. That is simply because I hadn’t finished it and didn’t realise that the page links were already coded into the website. It will be working tomorrow.

Earl (Signet) SUNDAY, 17 JANUARY 2010 BY EARL (SIGNET)

Running Numbers

Well last night we ran through several different systems for determining how the level system works for Skills. We have decided upon a very basic code to begin with which may be perfect but it will be subject to change after testing if we think its too big a pain in the ass. In fact, there is one quirk to the system that hasn’t been implemented with the current sum and that is a bonus for working on your highest skills (specialising). The figures have already been worked out but I haven’t decided if its a good idea to add them in to the system.

I am now going through the process of adding the database functions to the game. All that is really required now is for the sum to be inserted into a function which does all the maths and boots out the final exp value. We will not be showing the skill levels to your characters directly. Instead there will be skill level names. Some names will span several levels.

Once these scripts are finished (which really shouldn’t take long) then we will be able to start proper work on our first skill systems.

Earl (Signet) SATURDAY, 9 JANUARY 2010 BY EARL (SIGNET)

Test Success

Today I have run tests on my development machine to ensure that the database and module are running correctly.

I have looked through the code and have not found anything which can give me the information needed to continue developing the trade skills system. Hopefully I will find something soon.

Earl (Signet) FRIDAY, 8 JANUARY 2010 BY EARL (SIGNET)

Here’s the Snag!

Right, finally had me meeting with Relentless. What is it with people and meetings these days?

Anyhow, I am not sure what will be happening but Relentless does plan to get some more work done soon. I think I will have to settle for that for now.

The main problem I have now is actually more than just ‘a’ problem. My office is a post Christmas tip, it is so bloody cold and last of all…. wait for it……….

It has been so long since I worked on the Skills system that I can’t remember the difficulty modifier for skill exp required. Sounds basic, but it is actually a fairly simple but important sum. Relentless and I sat down for one evening working on this last year, we had it perfect. Now we have forgotten it.

There is a slim chance I have written it down somewhere… or that it is buried in a Steam chat log somewhere. But until we figure it out development will be a little slow and frustrating.

Earl (Signet) THURSDAY, 7 JANUARY 2010 BY EARL (SIGNET)

Mini Update

Still have not had a meeting with Relentless. Keeps being pushed back.

Should happen this evening.

Earl (Signet) TUESDAY, 5 JANUARY 2010 BY EARL (SIGNET)

Promises Promises

Lalala.

I hate being like Blizzard. Whens ‘that game’ coming out. When will we see screens or videos?

Me/Blizzards: When its ready.

Although that isn’t always the case. In the past I have regularly posted ETA’s which end up being total bullshit. But the overall project ETA has been the same. ETA: When its ready.

In reality I have no particular interest in Blizzard. I don’t play WoW or any of their games at the moment and have never really been into anything. Not to say that they arn’t great, because they are. Maybe I am interested in the new Diablo game… but that is about it.

Well its a new year. 2010. Yay. Very little development occurred over the last 6 months. True that there were technical difficulties but overall I think a large chunk of the delay was bad organisation of time. I don’t expect to get much done after Q1 of this year but all that depends on so many things. Mostly personal as I will be moving and work isn’t 100% pinned down so I will need to focus on that as well.

We are fast approaching NWN2’s fourth year. And it is time to slam the hammer down and get development moving again. I will hopefully have time this month. I have a free weekend to spend on whatever I want. But not only that, my wife to be is going away for a week and to stop me going mental I will probably spend alot of time developing Annor.

I will have a meeting with Relentless tonight (and had one with Kaleotter yesterday). Watch this space.