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Annor - Broken Shore

Development Blog

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) TUESDAY, 8 JUNE 2010 BY EARL (SIGNET)

Icons & GUI

Today I am working on Icons and the GUI. I need to finish designs for the skills window and once that is done you should be able to see what things you will be able to track about your character.

I have made icons for a few fruits and their seeds. I need to make icons for action buttons (such as drinking from a stream).

The plan is to make the drinking system as streamlined as possible. Drinking from a stream will simply involve standing in or next to it and clicking the icon that appears.

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)

GENESIS Trees 2.0 Test

I ran an early test of the GENESIS system now that the rewrite is taking shape. There are a few things to iron out. the game is currently spawning too many choppable trees in one place.

The script isn’t finished yet. But tomorrow night will hopefully be an eventful night for the genesis system.

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) THURSDAY, 20 MAY 2010 BY EARL (SIGNET)

Stone Axe

Currently making the drastic changes to the GENESIS system. Lots of database fun. But for now, here is a screenshot of a stone axe. One of the most basic craftable items.

Earl (Signet) THURSDAY, 20 MAY 2010 BY EARL (SIGNET)

Object Complete

I did finish my early version of a stone axe model yesterday. Unfortunately WordPress was running in satanic mode and wouldn’t let me upload a screenshot.

I have solved the issue but I am at work so I will post a screenshot when I get home.

I will attempt to get some work done this weekend but what I can do will be very limited. Tomorrow I drive to Sutton and pick my sister up from the airport on Saturday morning. Then I drive back to Devon. Then I am in Plymouth until Sunday.

I will see what time I have tonight.

Earl (Signet) WEDNESDAY, 19 MAY 2010 BY EARL (SIGNET)

Oh Joy

After a busy weekend away (and with another two coming up) I havn’t achieved a great deal. I do mish having my laptop when I am away but not necessarily busy.

Being able to bring Annor with me and working on it wherever I was is something I certainly do miss.

So GENESIS. Have I finished rewriting it? No. Have I done anything? Yes…

I have been looking into the 3D model side of things. After tearing my hair out over the worlds most extreme modelling misunderstanding of the century I have finally figured out the process which I can only describe as god damned awful.

I have managed to solve the issues with modifying the trees (but have yet to alter these models myself. My list of exploits includes venturing into the world of axe modelling for the felling system. Neverwinter Nights 2 doesn’t come with an array of primitive axe models. In fact when it comes to hand axes it doesn’t come with any type of array at all. Just one simple model. – Great.

Instead of explaining how bloody stupid I am, I will tell you how bloody awesome I am! I have modeled and textured a small stone axe: :D

I would post a screenshot but I had so much trouble getting the damn model to work that I didn’t get round to adding the actual *Axe* bit. So its a stick with the ends chewed off. But hey, at least it exists! I will finish the axe tonight (it will be the most basic axe you can make for cutting trees/wildlife) if I can.