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Annor - Broken Shore

Development Blog

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, 10 JUNE 2010 BY EARL (SIGNET)

Action Zones

The other day I was talking about drinking for streams and lakes from the waters edge or whilst standing in it. I have conducted several tests to confirm we can do what we plan to do. The results have confirmed that Action Zones will be implemented into the system.

So what are action zones?

Well they are basically triggers. Triggers from a NWN2 engine point of view. We have triggers painted on the the floor of the game which initiate a large number of functions. They are not visible to the player but a few of them will be key to the players survival. So the most important one would be the Water Action Zone.

The Water Action Zone is activated when a player is standing on the bank of a river, or in it. When they do this a GUI element will pop up giving them a few possible actions. One action will be to drink from the river. Another action would be fishing. If they player possesses a suitable fishing tool then the option will be available. We still need to find the best location for the Action Zone GUI elements to show up but they will most likely be in the middle of the screen above your character.

Another use for these zones are for the game to decide whether certain things can be done. Things such as farming and construction. There are areas where it would be ridiculous to build a house. On the edge of a cliff perhaps. Or planting your crop on the beach. Madness. Action Zones put a stop to it. Screenshots coming next week. Video of some of the finished features will be coming soon.

Earl (Signet) SUNDAY, 6 JUNE 2010 BY EARL (SIGNET)

GENESIS 2.0 Changes

I have complete updates to the GENESIS Tree Spawn system. After working through a few bugs it is now working brilliantly. Next up I have some changes to make to the felling system but I also have a bunch of models to complete.

I will update soon with more information and perhaps some pictures.

Earl (Signet) THURSDAY, 27 MAY 2010 BY EARL (SIGNET)

GENESIS 2.0 Rewrite Progress

The new version of the GENESIS system is near the final stage of tweaking. Once the core scripts have been written other work doesn’t need to be done until Alpha testing.

After 3 fresh coding tests I gradually beat down the number of active trees from 33/60 to 20/60 which is pretty much perfect.

I have also made the major changes to the cutting script so the last time the tree was cut is logged in the database. Cut trees do not grow for an hour (real life time). This script needs to be added to the spawn system too so that trees being cut down are not deactivated. A simple change for which a places has been saved since the rewrite began. No more development now until Tuesday. :)

Earl (Signet) TUESDAY, 25 MAY 2010 BY EARL (SIGNET)

Chop Chop

Tonight I hope to complete the GENESIS rewrite.

Today I have been thinking about the weapon models as well as the tree models that I am now expecting to have to modify myself. Eventually when more is done I will have to make further alterations to GENESIS to cope with more models. But until then I am targeting Icons and 3D models.

I have a shed load of plant models to make. Snakebane started doing these but vanished after sending me one model. Right now I am looking at making models for common resources and the Icons to go with those resources.

Axes – There will be 3 basic type of axe in the game. The first will be hand axe. The second will be battle axe. The battle axe will be a larger form of the battle axe. Last of all will be the great axe. The great axe will be used for cutting trees down the quickest. Unfortunately creating a great axe will require either luck or thundering on with smaller axes to begin with.

All stone weapons will be fairly basic. Once the players move on to metal the options increase. Handle and head shape become a factor when putting one together. These will also make a difference to the stats of the weapon in the end.

Other changes…

Once GENESIS has been rewritten I will be making changes to the felling scripts once more. Weapon size and weight will impact stat deductions. Damage to the tree will impact experience given and material hardness will impact how quickly the weapon gets blunt.

Earl (Signet) MONDAY, 24 MAY 2010 BY EARL (SIGNET)

Progress

The rewrite of the GENESIS system is going well when considering the time I have had available over the last few days.

I am about half way there but I don’t know if everything will work as planned. The writing process is literally a case of translating my written theory into code. I don’t know how long it will take because I don’t know how well it will work. It is one of those things which work great on paper but you don’t know how it will react when in game.

The most crucial part of the system is processing the active trees. The other simple features are easy to add on to the old code. I will see where I get to tonight.

Earl (Signet) WEDNESDAY, 12 MAY 2010 BY EARL (SIGNET)

Redesigning and Rewriting Genesis

This evening I have redesigned the Genesis engine on paper to solve the bulk of the issues I highlighted earlier. I suspect that the rewrite will take until early next week before it is complete as I am away most evenings until Sunday.

The new version will do the following:-

  • Separate the interactiveness and the seeding system. Effectively increasing the amount of click-able/fell-able but keeping the seeding system to 1 tree at a time. Upto a certain amount of each three growth level will be available in each area. If there are 7 trees that are fully grown, 3 of them will be chop-able.
  • More growth stages, up to 15 rather than 8. I have also fixed a bug in the growth script for newly seeded trees.
  • Alter available wood for each growth level. Store wood level for each tree allowing for variance between trees.
  • Store felling amount.
  • Trees that have been chopped will remain usable (to avoid them being deactivated when someone is trying to cut them down).

Larger trees will also be worked in to this system at a later stage once some of the 3D models have been sorted out.

We also have a Facebook page: http://www.facebook.com/pages/Annor-Online/126061690738247

Earl (Signet) WEDNESDAY, 12 MAY 2010 BY EARL (SIGNET)

Tree Felling Complete & GENESIS Part A Rewrite

Last night I finished the tree felling system. That system is going to stay in a development freeze until Genesis Part A is rewritten (I will go into that in a moment).

Last night I added decrements on the characters fatigue, hunger and thirst levels when chopping trees. The amount decremented is fixed, but the higher your felling skill level, the less hits you need to cut a tree down. Your first tree will likely take much longer than the second.

I expect the overall reactions to the cutting system to go along the lines of: “It takes way too long” or “my axe keeps getting blunted”.

The most unrealistic thing in Annor will be the tree growth rate. Trees don’t pop up every couple of days. But in MMO’s, full trees respawn in the same place. They don’t spread, and they can’t be permanently wiped out. After the tree growth rate, realism kicks in. Players will have to get used to that. You can’t realistically go chopping every tree down in the forest. And while you may be thinking “but its fun”, think again.

It won’t be any fun when there are no trees left. So powergamers who think they can become the ultimate lumberjack in 4 hours will find their fame short lived when they have wasted their skill levels on training a now redundant skill. Trees don’t come back after a server reset!

GENESIS Part A – Rewrite

The Genesis system has been working great for now but during testing of he felling script I came across several issues. The system won’t need a total rewrite (I hope) and most of it will be re-useable. The system will still work fine for plants. I will go into full technical details later when I have a plan but I will first not the issues here:-

Landscape

Although there are alot of trees in our forest, it still doesn’t look like a forest. There are a few possible solutions to this problem. The idea of a rewrite will be to increase the performance of the scripts. I am also thinking of adding much larger trees into the game, trees that take up alot of space. They will be limited to the forest areas. Trees will take a very long time to get to that size.

I need to organise some of the foliage. Trees are only a 2/5 of the objects in the forest so it currently looks worse than it will be.

Growth Rate

With the completion of the felling script, it has become more obvious that I need to adjust the growth rate of trees. The seeding system needs a complete revision because it currently directly related to Felling:-

Felling Locations

The forest is a large area and it started out with 14 seed trees. But even with that it was difficult to find a certain type of tree that could be cut down. There were also problems with passing the active tree along after spawning new trees. This would only be an issue with multiple trees going down in one area. The pass-on script itself works great. But trees need to stay choppable after seeding new trees and this is where largest amount of change will be.

Growth Locations

At one stage trees spread beyond the walkable map area and began to spawn under hills etc. I may need to work my spawning boundries system into the game. Second of all is the problem where trees grow too close to another tree, sometimes in almost the same location. The growth script will be altered to ensure a set gap between trees, sometime making several attempts at finding a viable seeding location.