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Annor - Broken Shore

Development Blog

Earl (Signet) WEDNESDAY, 4 AUGUST 2010 BY EARL (SIGNET)

Chaos

Over the past few weeks almost nothing has been done. My job involves alot of driving sometimes and this month has involved quite a bit of that.

On top of that I have been extremely busy at the weekends moving my fiancée back down. This week I am going to Cheltenham to look for a place to move to at the start of September. Lots of chaos to come. However, after tomorrow things will calm down a bit until the moving date. After the moving date things will calm down even further! I won’t be travelling to London every month and I won’t have to block out entire weekends with my fiancée as I will be with her the entire time.

I really want to get this released by the end of this year and I am very hopeful. Money is tight and time is tighter but things should sort themselves out soon.

Earl (Signet) MONDAY, 12 JULY 2010 BY EARL (SIGNET)

The Plan

Been busy the last few weeks.

I was planning to do a bit at the weekend but didn’t have time. I will be very busy this week but I hope to get a bit of development time in. Wednesday night I will be WRITING.

The WRITING is Annor related. I need to see if I can put an interesting chapter or two together. If they come out nice and people like them enough then I will pursue it as the target medium for the story.

Earl (Signet) THURSDAY, 24 JUNE 2010 BY EARL (SIGNET)

Update 23rd June

Over the last few days I have been working on various bits of the game. Most of the work has been polishing some of the little things and also the addition of more Annor GUI elements.

Today, in-game and working is the first permanent button on the GUI screen. This button opens the Skills window which in its basic form tells you how good you are at different things. I have started work on coding this GUI window and added a few of the database functions in to test it live. The screenshot is at the end of the post. Please note that NWN2 takes terrible screenshots that look blurry as hell when compared with the actual game (due to image compression).

I have almost completely polished the drinking button. Drinking from rivers and lakes will now take 10 real time seconds. During that time you will be unable to move. Your character will keep going down to the water. Yes there is an animation and yes there are also sound effects. It is really quite good and makes it feel more involved with the game. Busy tomorrow night and away all weekend but I will try and finish more of this skills window before next week. It won’t be done before that though (I think).

Relentless TUESDAY, 22 JUNE 2010 BY RELENTLESS

Posts and such

Well first off i would guess i should appologise to the nice community out there, waiting patiently for this game, as i haven’t been keeping up with posts for the latest news my end.

So what’s new? Well as you have heard, we have now lost our modeler, which since nothing came of him anyway, wasn’t the biggest loss. This means the task is left to me and Earl, which as we both have some 3D experience should mean something half decent will be made :)

The maps? well they are coming along well and we should soon have enough for a good alpha test i guess.

Fingers crossed. it wont be long! Of corse not all the models and maps and scripts we want for the final release will be ready, but a good start would be nice to release to you guys.

Earl (Signet) TUESDAY, 22 JUNE 2010 BY EARL (SIGNET)

Water Action Zones

Last week I mentioned Action Zones. There are invisible triggers which open up certain GUI elements.

When standing on the edge of a lake or river the Action GUI pops up. Currently the only option is to drink from the lake/river. This is a great way to keep yourself alive in the forest, grasslands and hills of Annor. There will be an option for filling certain drinks containers for adventuring into the more arid regions of the world.

The system currently works and increases a large amount of your thirst bar when used. I still have various exploits to cut off and some animations to put in but the system is in place.

I will put a screenshot up later if I have time. Working on the Skills window tonight.

Earl (Signet) MONDAY, 21 JUNE 2010 BY EARL (SIGNET)

Felling GUI Final

Well this is the final version of the felling GUI for the current alpha.

Much more organised.

Next up, skill windows and action buttons.

Earl (Signet) SUNDAY, 20 JUNE 2010 BY EARL (SIGNET)

Felling GUI

This is the first version of the Felling GUI. I have had a few issues closing the window after the tree falls. Something in the engine stops the call for the GUI to close from actually triggering. I think this is a small quirk in the engine and for now its just going to have to remain a small annoyance.

The GUI closes if you walk away from the tree. I can only assume that if the tree is destroyed before the GUI closes (by another player perhaps?) then it will remain open in a similar way to before. Again, not a problem as it can be closed manually with the esc key. I will investigate it later.

Another thing on the “Investigate later” pile is making it movable. The flags are there but I obviously havn’t set it up right. (Click to make the picture bigger)

Felling GUI in Action

Please be aware that this is NOT the final version of the GUI. I have things to add and things to move, but the functionality is there. The green triangle is like a progress bar. It starts out green and finished red. As you can see from the screenshot I have been hitting it for a while.

The “Hit” figure is the amount of felling that has been done. This will probably end up being a percentage. The “Wood Loss” figure represents the amount of wood you have smashed/ruined on the tree in the process of chopping it.

And the skill level… well it explains itself. My character is “Adept” at Felling.

Earl (Signet) FRIDAY, 18 JUNE 2010 BY EARL (SIGNET)

GUI Screen Timer System

Last night I added a number of things to the game. Mainly a few new icons and an updated one for weapons. Weapons will have a material related backdrop to their icons. Stone will have stone, wood will have wood etc.

The main update which I will be working on tonight is the GUI for doing things like cutting down trees. When you start cutting down a tree you are presented with a window that lets you know how well you are doing. Unfortunately there is a limitation in the NWN2 engine that prevents this window closing automatically when you run way from the tree. So you would have to close it manually.

This wouldn’t be a problem if tree spawns were static as this could be handled by a trigger. However… I have written a simple script to close the window after 6 seconds from opening UNLESS it is still being used by the game. So, another NWN2 engine quirk written around and another feature added.

Screenshots of this window coming tonight. Maybe a video?

Earl (Signet) THURSDAY, 17 JUNE 2010 BY EARL (SIGNET)

Levelling Up in Annor – RP EVENTS

In Annor we are moving things away from the traditional levelling systems used in MMO’s and NWN2 itself. Of course our main problem is that because the game is built in NWN2 the levelling system is still present. As it is there and players will have spent quite some time using it we have no intention to eliminate it completely.

If Annor were to become a stand-alone game, levelling in the normal sense would be eliminated. The systems we are introducing (and more) would become much more refined. But, at the moment it is just us working on a game for the NWN2 engine so we will make do with some of the things that come with it.

We have stripped out most of the benefits to levelling up the normal way in NWN2. Spells etc are completely removed or extremely limited. The remaining benefits are to stats and hitpoints. Both of those things are very important in Annor. Alot more important than they are in any other game! So there are huge advantages to levelling up despite the removal of many of the games spells and abilities.

So the question remains: How do I level up my character?

The answer is pretty simple. Role Play. The game runs on social interaction. Social interaction in-character is something many players find difficult to begin with and many don’t want to do it. It is true to say that if Annor were to become a fully fledged game, the in-character role play requirement would be limited to one server. Unlike other MMO’s, we would do our best to enforce it on that server. The benefits would be that players on that server would have regular direct DM (dungeon master) interaction, much like they will on Annor as it will be when we finish.

So how do I go about getting RP experience? Well, the DM’s on Annor are responsible for quite a few things. But a major duty they have is to monitor player interactions and reward them as necessary. Those who try the hardest will receive the best rewards, one being experience points towards a level in NWN2.

DM’s will also be responsible for events. Events occur regularly but require players to interact with each or the environment over an incident. This could be as simple as rescuing a player from something terrible or a natural disaster. Usually the players are not aware of a DM’s presence unless it is a large event.

Everyone who interacts with the event will be added to a list in our database. During the course of the event (which could last between 20 minutes and 24 hours) the DM will rate your RP performance. At the end of the event the DM will enter this information into the database and decide how much experience points to give each player. The DM may take their time with this and experience points are only released to the characters when the DM has finalised the amount of experience the wish to give out. If you are online at the time then it will be added right away. If not, then it will be applied the next time you log in.

What’s the catch?

There is a catch of course. DM events are always risky. There is usually a chance of DEATH. Death is permanent. If a DM is going to start an event which is potentially fatal, they will flag it when they set it up. The game will then open a window notifying you that you are involved in an event which has potentially fatal consequences. If you agree to continue then you will accept the risk and carry on. BE WARNED! If you agree you must be aware that no matter how great your character, sometimes people die and there is bugger all they can do about it. Once you agree, there is no going back after you die. Your life is in the hands of the DM.

Players who opt out of the event will be involved for a short while but the DM will phase them out before things get too dangerous. Those who risk death in potentially fatal events will gain alot. So it is worth the risk. The DM is not out to kill your characters but dice rolls play a part in the game and sometimes you get unlucky.

If the events wern’t risky they wouldn’t be so much fun.

Earl (Signet) TUESDAY, 15 JUNE 2010 BY EARL (SIGNET)

Lumberjack Felling Upgrades

I have a number of upgrades to the Felling Skill which I hope will set a standard for the way the rest of the games systems feed information back to the player.

The GUI for Annor is quite reduced. We don’t want to add a load of clutter to the NWN2 display. Currently when you chop a tree nothing happens visually. Your character just hits the tree with whatever weapon until the tree falls over. You have no idea how well you are doing or indeed, how badly you are doing. You also have no idea how close to falling the tree is.

To inform you of your progress there will now be a new GUI window that pops up the moment your first swing makes contact with the tree (provided you arn’t punching it).

The GUI window will be dedicated to showing the FELLING progress. It will have a tree picture on the left (done in the Annor Classic GUI style of White & Colour like the Status GUI element). Next to the tree will be a V shape on its side making a wedge. This wedge will be like a progress bar and decrease as the tree gets closer to falling.

After each hit the GUI will update and tell you how good your hit was and how much damage you did to the tree in the process (for the last swing). It also tells you your level in Felling. This standard GUI will also be applied to the Bucking and Hewing systems when they are written. The images etc will be changed accordingly. Screenshots to come later this week.