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Annor - Broken Shore

Development Blog

Earl (Signet) FRIDAY, 7 MAY 2010 BY EARL (SIGNET)

Mathematically Correct

After one more night of maths I am all but done with the Felling skill. All that needs to be done is for me to add in a few lines to decrement the players stat levels.

Alongside these additions I will deploy alterations to the character status maths and the stage at which problems occur for the player to put up with. I may postpone  these changes until I have created a viable way of replenishing the hunger and thirst bars in-game.

It has been difficult putting up with the game forcing me to travel slowly from place to place due to my character being hungry and I don’t know if I am finding it more annoying simply because I have to alter the database to replenish my stats. I think there will still be adjustments to make but for now all I am worried about is testing it thoroughly.

As of today, characters will receive exp each time they chop at a tree. The system now seems balanced. The only problem for me is the model issue. The next stage in the Lumberjack skill group is the bucking stage, where the tree is stripped of branches etc. Nothing to screenshot yet. A video would be rather boring too.

With a decent axe and a level 5 Felling skill, the current Birch trees in the game can be taken down in just under 2 minutes real time. This may be EXTENDED.

Why?

Because I don’t really know how long it takes to cut a tree down. 5 minutes = 1 hour game time. If you know the answer then use the Contact Us page :)

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) 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) TUESDAY, 11 AUGUST 2009 BY EARL (SIGNET)

LIFESKILLS – Fishing

In Annor there are two different skill sets. One of these sets is the tradeskill system. The tradeskills are very specific and once you follow down the path of a tradeskill it is usually best to stick to it. Moving from trade to trade will make you multi skilled but you will never be as goodas someone who dedicates the majority of their skill training towards one particular skill.

The other is the lifeskills system or LIFESKILLS/Life Skills etc etc.

The life skills can be trained by anyone to any level without affecting one another. Life skills are unlike trade skills in that they have very little to offer from a commercial point of view. I have previously gone over Foraging, the life skill used to search for food and seeds in plants and trees. The second life skill we will be adding to the game will be the Fishing lifeskill.

Fishing involes standing in/by a river with a spear and trying to spear or grab fish. Like Foraging, Fishing has a tradeskill equivalent.

Foraging can be expanded upon in the Farming tradeskill and is called Harvesting.

Fishing can be expanded upon in the Angling tradeskill.

Angling is more commercial because you can fish from the shore and lakes which gives you the chance for much much bigger and better fish. Even a high level Fishing skill won’t guarantee you a fish as its based on luck as well. Once again, Fishing is about feeding yourself and your friends.