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Post by Psionic-Entity on Oct 31, 2014 12:37:19 GMT -5
Creating this to track what's being done by the current staff/developers. It's going to be an overview and I'll post occasionally with updates. Game Engine: Right now this is at about 50%, with most of the skills and combat abilities complete. Still needs a few new skill trees (unarmed fighting, demolitions, etc.). Once those are done the focus will shift to making items and properties, then finally a crafting system and implementations of professions, changing training focus, and possibly some kind of addiction system related to caffeine, cigarettes, gambling, alcohol, etc. Calidor Areas: The Trade Quarter is at about 80%. The other city areas will be built off of it and I'll be using terrain copying to make them continuous. Current progress as of this post is here: i.imgur.com/8gNxWm1.pngDungeons: Scheduled to come after the city areas and game engine. Starter dungeons will include the graveyard and crypts, several different sewer areas, the undercity, and some sections of the docks and wards. Quests: The prologue is mostly finished, YMD is currently working on some additional stuff in the prologue and a few in-depth sidequests for the main part of the server. Subsystems: The horse system from legacy has been ported in, it's also being updated with additional appearances and undead horses for some dungeons. The open source multiplayer casino games from blackrain studios has been added, implementation pending on a casino area. A persistent housing system has been implemented (but not finalized) that will allow players to buy instanced areas and fill them with furniture bought from in game stores. Arena system still needs to be ported from previous works to fit with the new stats and item systems.
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Post by Psionic-Entity on Dec 14, 2014 9:21:33 GMT -5
Been a while without an update. I blame grad school. Game Engine: - Added two new skills: Unarmed Fighting and Demolitions. Unarmed fighting has five abilities, two passive (damage and defense), and three activated (a multiattack, stunning attack, and a CC kick attack). Demolitions is a bit of a stub until more grenades get coded, but so far it's got a passive that increases damage of thrown explosives. - Lockpicking and mercantilism now have ability trees. - Item ability system was built up for items that use a fuel source. Flaming and electric properties are in. - XP system was tweaked to fit with a PW model. Changes to the maximum amount of stealth that can be trained are in. - Item creation scripts have been updated with the purpose of being easy to plug in to crafting, which will work off an additional UI pane in the character sheet instead of conversations as initially planned. Expect a very simple "make weapon of level X and pay lots of cold hard cash for materials" type setup at the start. Balancing components and costs got pretty silly on legacy (100 ingots for a sword?) so that won't be repeated here. Haks: Haks have been redone to cut a lot of the excess file size. This mostly affects developers, but anyone DLing the package will have an easier time with it. Still best to use dropbox to transfer, though, since it doesn't use server bandwidth. UI: Updates to the journal page. Bestiary now has subsections for people and places, which will replace the "orange text". There is now a tutorial section where you can read previous tutorials. Quest items are now split in to keys and items, so that keys never clutter inventory or journal space. Calidor Areas: Trade quarter terrain is done. Downtown terrain is about 30%. We have a new developer working on some interiors as well. Depending on progress in the new year we might go with one or two of the four big areas in "construction mode" or inaccessible, but both the docks and trade quarter will need to be at 100%. i.imgur.com/iB9zj9C.jpgDungeons: The exterior for the graveyard is done, monster spawning and transitions will come over the next few weeks. Since this is an easily accessible area I'll be designing it towards low level PCs (skill ranks under 25 or so). The no magic nature of the setting is somewhat limiting on the types of monsters we'll see here but standard fare will be zombies and skeletons, the latter of which can be made to use human equipment. Skeletons with guns? You bet. NOTE: Live server currently has some debug messages enabled. These will go away after the new stuff is all thoroughly tested.
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Post by Psionic-Entity on Dec 17, 2014 15:54:49 GMT -5
Game Engine:
- Coded up the unarmed skills. - Added night vision potions (added to the prologue as well) - Discovered a new nwn2 bug! Turns out spells.2da doesn't work from a hak that's beyond a certain size. More quality Obsidian programming.
Grenades:
- Added grenades. Grenades work off the demolitions skill, basic mechanic is an attack roll vs. a fixed DC, failing scatters the grenade by an amount proportional to the roll deficit. About 50% on implementation, still need to fix some scripts and make icons. - Frag Grenades: Low DC. On a fuse that can be mitigated by throwing from a distance. Blast does piercing damage (armor applies) that drops off rapidly towards the edge of the radius. Smart enemies run away from the center point. - Incendiary Grenades: Impact fire AOE. Damage only dealt on 2-second heartbeats. - Concussion Grenades: Like frag, but shorter fuse, damage is lower, ignores armor, and targets are disoriented (stunned until attacked). - Gas Canister: Penalties and cumulative bleed damage to enemies in the cloud, persist for 10 minutes on exiting. - Acid Grenade: Damage over time, on a fuse. - Shock Grenade: On a fuse, blast does more damage to higher armor targets, can spark between targets and people close to the blast.
Update 12/18/2014:
- Added smoke grenades to the list. These produce heavy cover which will let you use HIPS. - The four starter grenades (frag, concussion, smoke, incendiary) have been added to the prologue. - Patch won't be deployed for a little bit, still need to fix the prices and put these in stores. - The flavor text system has been scrapped in favor of an areas tab in the bestiary that includes the same text, just in a different format.
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Post by Psionic-Entity on Dec 21, 2014 16:31:15 GMT -5
Graveyard:
- First open world dungeon, available at the North of the trade quarter area behind the church, separated by a transition. - Built up a spawn system for the exterior. It generates an encounter based on the size of a party and the levels of its members, with a bit of a cap that lowers the difficulty and rewards as parties reach very high levels. - Enemies spawn in groups around graves by exploding up from the ground. - As with bandits, enemies are equipped with random armor and equipment, with certain high end gear limited to high level parties. Everything is lootable. - Occasionally you'll see special enemies with guns or other high end equipment. - Prepared parties can use grenades or other ranged items to flush out undead from grave sites, causing them to spawn early.
The cemetery is on the live server, accessible via door in the test area. None of the crypts have been outfitted with interiors yet.
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Post by Psionic-Entity on Dec 27, 2014 3:00:57 GMT -5
Crypt:
- Added a crypt to the Calidor cemetery, accessible from within the cemetery itself. - Spawns are less closely tied to party level/composition, instead the number of enemies is fixed and the difficulty creeps up with party size/level between 10 and 50. - Added the first open world boss creature, an electricity-based undead that can zap piles of bodies to animate them. - Boss creature system has bosses spawn based on tiers. Tier 1 spawns by default and they go up when the entire party meets a certain level requirement and also has the previous tier. - Still need to add loot. Boss loot will be based on tiers and accessible only once. I'll also be implementing random loot which will drop placeables around the map, most of which require a detect check to spot.
Graveyard:
- Added Willy the undertaker. No conversation yet but he's a dwarf who runs around with a Tesla shotgun and helps out any PCs fighting near his house. Planning to use him as a quest hook later on.
The crypt is hooked to the cemetery on live server. Once this set is all tested I'm closing off development (higher level crypts can come later) and moving on to the next project, which will be the foundation of a crafting system.
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Post by Psionic-Entity on Dec 29, 2014 23:15:17 GMT -5
Loot System:
- Added a randomized loot generation system for dungeons. - Loot spawns as a random placeable in a randomly selected area near a set waypoint. Sometimes it will be locked or hidden, requiring a detect check. - Loot contains a random assortment of game items and gold. Currently all equipment and consumables can be found as loot.
Heads and Hair:
- Created custom head and hair haks for the server. In particular these combine human/aasimar options and also the four elven subraces. Picked up the best additional heads/hair I could find on the new vault as well, including all the old favorites.
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Post by Psionic-Entity on Dec 31, 2014 17:33:50 GMT -5
Haks:
- Finished the head/hair haks, updated the main haks with a couple extra tilesets, placeables, and monsters including an actual 5-headed hydra with quintuple fire breath attack.
Crafting:
- System works on a crafting tab on your character sheet that automatically sets your crafting choices based on where you are. Later this will allow for potion crafting at rest zones, for instance. - Basic setup UI lets you click on the base item to select one. Clicking on the item level opens a slider to pick any level between 1 and your max crafting level, which is calculated based on the base item and any attachments you've added. - A hotbar-style list of items shows you which components you need, and mousing over them gives their name and a blurb about how to get them. - Gold cost for crafting is automatically updated every time you make a change so you know the cost before pressing "craft". - Adding support for all items is TBD (it's just a 2da). - Still need to build a robust attachment system.
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Post by Psionic-Entity on Jan 3, 2015 20:18:12 GMT -5
Crafting system is up on the live server, complete with XP, skill requirements, and all weapons and armor, and a few properties. Updated the item weight system to support adding increments of +/- 1 lb to crafted items based on properties. Album: imgur.com/a/FBYkJ
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Post by Psionic-Entity on Jan 14, 2015 17:23:47 GMT -5
Rental and Housing System:
- Players can rent rooms at various locations, the first will be implemented at the Inn at Beggar's Cross. - Rent is charged weekly and accrued as long as the room is owned. Rooms are not forfeit but you can't get in without enough cash for rent. - Rooms come unfurnished and you can buy placeables at ingame stores. - Most everything is controlled by a room key. Using it on the door gets you in (party members will have the party instancing prompt) and using it on the ground lets you interact with placeables (pick them up, move them, etc.). - Everything is instanced and database-driven so the system supports an unlimited number of rooms.
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Post by Psionic-Entity on Jan 17, 2015 14:47:05 GMT -5
Rental system is up on the live server. Currently you can rent rooms at the Rusty Pipe, buy furnishings at Hurk's Premium Pre-Owned Furniture, and put them wherever. There aren't many different placeables so far but the plan is to cut down on the number of different purchases by allowing variations. Essentially you buy a "Desk" item and by cycling variants you get access to 5-10 different desk models. Unfortunately nothing like XPcraft is available for tinting but when the server is live I'll work out a way to take submitted variants.
Still need to edit the "invite" system, it's using the old one where it spawned a one-use guest key because back when I wrote it there wasn't a party jump UI for the instancing system.
Trade Quarter Sewers:
- Built up a sewer area that fits under the first level of the trade quarter (the highest one). Matches various entrances around town and also has the inflow from the canal going by the church. - This is going to be a very easy low-level area, below the prologue. Mainly designed for catchup on alts who skip the prologue and as an exploration zone. - Contains a link to the first dungeon where I'll be using a random encounter generator with bandits. Similar to the graveyard exterior except people. - Implementation will be about a week or so.
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Post by Psionic-Entity on Jan 21, 2015 16:17:35 GMT -5
Bandit Hideout:
- Finished the system for spawning groups of bandits in accordance with party size and level. - Area design for the first level is also done, might stop there or add another. - Once more areas are done this dungeon will be liable to spawn named bandits from a list of bounties, who have better stats and custom AI that makes them tougher to take down.
Updated Stores:
- Overhauled the stores system. Instead of having static stores merchants are instanced for individual players. - Your stats and past buying/selling affect your markups, markdowns, and maximum buy from stores. - Stores that have randomized item levels will work on a kernel that's saved on PCs once per reset, so opening and closing won't change anything. - Stores despawn when closed, all items sold by players to stores and moved to a repository. - Eventually this will be implemented as a "used goods" type shop where you can buy items at much lower than retail, but only if other players sold them within the last reset.
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Post by Psionic-Entity on Jan 25, 2015 18:04:31 GMT -5
Stores:
- Hooked up the used store to the test area. - Added six stores to the Calidor main area, wrote population scripts for four of them. These give items in the level 11-20 range.
Firearms Revamp:
- Added carbines, semi-automatic magazine loaded guns with relatively high bullet capacity. - Added handguns, clip-loaded pistols that hold 12 bullets and fire six per round. - Added hunting rifles, long-barreled guns that load up to 5 rifle bullets. - Set it so that magazines can be loaded from bullets. - Wrote a weight and cost system so that clips with/without bullets have the right weight and prices. - Cannibalized both the longbow and shortbow entries so that different rifle types can have different damage dice.
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Post by Psionic-Entity on Jan 26, 2015 2:08:16 GMT -5
Spider Caves:
- Revamping the area between beggar's cross and the trade quarter. - Path during prologue will be substantially shorter, starting with a cave and then entry in to the sewer system. - The cave part will connect to the new spider caves, with a clear marker turning off towards Calidor. - Spiders are appropriate for parties of level 15-55. - Cave spiders have an ability that throws a web at a target location. Slow moving projectile can be dodged, and bestiary entries let you move through the web without getting stuck so bad. - Vampire spiders can also throw webs, but less frequently. Their mandible attacks deal splash damage and cause bleeding. When it succeeds at causing bleeding it recovers health. - Brood spiders are slow-moving and their ability spawns broodlings, which move faster and explode for acid damage when they get near enemies. - This will be the first iteration of a poison system. Poison effects in engines won't persist past rests.
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Post by Psionic-Entity on Jan 27, 2015 16:37:24 GMT -5
Updated the server with everything listed in the last few posts today.
Spider Caves:
- Added two variants of cave spiders. Tougher albino ones, and a version that uses a ranged spine attack instead of melee. - Current iteration of the dungeon has scaling difficulty (harder the further you go in) but the total dungeon is still set to party size and level. - Boss section is still TBD.
Beetle Caves:
- Adding another offshoot to the route between Beggar's Cross and the Trade Quarter. This one is closer to the surface and better for low level characters.
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Post by Psionic-Entity on Jan 30, 2015 2:41:48 GMT -5
Took a break from systems design to build the docks area. Got most of the base terrain down, still needs texturing and detail work. i.imgur.com/qUMfqQv.png
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