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Annor - Broken Shore

Development Blog

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).

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) 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, 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) THURSDAY, 24 SEPTEMBER 2009 BY EARL (SIGNET)

Annor GENESIS: Screenshots

Well I have repaired the forest area after the tag issue. The coast area can wait since it is unlikely I will be working on coast related things for quite some time. The forest area is currently set to grow upto 100 trees and 100 plants. There are 14 seeder trees in the area at the moment so expansion is pretty rapid. Plants grow more in closer groups to the trees to there will be more seeds.

Anyhow, here, have a bunch of screenshots. They start off showing things at the growing stages and work their way up until they are fully grown. However please note that I messed up once again. This time by forgetting to delete the seeder trees after the first run (when the database had only 28 trees). This means that the growth limit was reached in half the time and that the trees didn’t spread out as much as they would normally do. Future screenshots will demonstrate that (have since sorted this problem).

NWN2_SS_092409_184346 NWN2_SS_092409_184350 NWN2_SS_092409_184355

NWN2_SS_092409_184404 NWN2_SS_092409_184408 NWN2_SS_092409_184420

NWN2_SS_092409_184425 NWN2_SS_092409_184439 NWN2_SS_092409_184507

NWN2_SS_092409_184525 NWN2_SS_092409_184614 NWN2_SS_092409_184632

NWN2_SS_092409_184648 NWN2_SS_092409_184716 NWN2_SS_092409_184744

NWN2_SS_092409_184753

Earl (Signet) THURSDAY, 24 SEPTEMBER 2009 BY EARL (SIGNET)

Forest and Genesis Tests

On Tuesday I received the Forest and camp site maps from Relentless. I didn’t get a chance to look at them until last night but I can say from a terrain point of view they look good. The problem is they are empty and contain no plants, rocks, trees or animals.

I did a few tests and seeded them for a run on GENESIS. Unfortunately due to an area tag issue there were problems when re-loading the game. Both the beach and the forest were sharing tree data. I have sorted out the problem and informed Relentless but I need to re-seed both areas and let them grow from scratch.

I did manage to grab two screenshots. So here they are:-

Annor Forest Growing Annor Forest Grown

Earl (Signet) SUNDAY, 9 AUGUST 2009 BY EARL (SIGNET)

Character Status GUI

The character status GUI is all but done. The only thing left to do is fix a bug when first logging in. It is programmed to load the status bars but doesn’t. I have some idea whats wrong there but waiting a bit for the deduction phase to trigger gives you a clear representation of your characters current status.

There is a GREEN bar which is for Fatigue/Tiredness etc. Below that is an ELECTRIC BLUE bar for Thirst/Fluid level. Last of all is the RUBY ORANGE bar for Hunger/Energy.

But here are some screenshots, enjoy:-

Status GUI Alpha Status-GUI-Alpha-Close

** UPDATE: GUI bug fixed by adding delay to status bar updates on client enter. **

Earl (Signet) THURSDAY, 30 JULY 2009 BY EARL (SIGNET)

GENESIS – The story so far…

This post is generally to recap on the GENESIS footage and photos I previously posted on the old blog.

GENESIS Early Alpha Demo Video

genesisgenesis_annor1foragingv1