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| Latest news |
| Status Update |
Poster: Zedicius
Tue Jul 20, 2010 6:01 am
Status Update
I figured you some of you might be interested where exactly we are standing. I am trying to push for a BETA release beginning of august, though I know I've said that several times before. Still, it seems I might actually make it this time, considering how far i've gotten.
Character Creation: Characters are now saved in the new SQL database. It stores information for the admins, as well as a few variables that saves the users UI usage, so they don't have to reorganise their spells each time they log in. Stats, skills, abilities, etc. are also saved in case something messes up their character.
The database also holds two version of stats and skills. A Base stat, the actual value of the characteristic or the skill of the player and a temp stat, which will be used for long term effects, making it possible to implement things like poison or disease in our system that affect constitution and strength. Actual rolls and calculations are made on the 'current' stats, which are loaded in game. Current stats are usually affected by short-term effects, such as buffs from spells. Logging out and then in again, cancels these short-term effects.
Combat: Combat is up and ready. The calculations are done correctly for the custom system and the four stances, dodge, fencing, defensive and offensive are finished. The next step will be to add martial arts and combat abilities that can be learned from NPCs, though this is probably a job for after the BETA.
Occultism: The system has been converted to make use of the database and I've changed a few spells. You are still required to create magic circles and such, though this is now done through a crafting UI. Certain rituals will require components or items to set up. There is presently a small problem where the Magic Points indicator doesn't change, though this shouldn't be hard to fix.
Overland Map Encounters: The encounter system is done, though there is still little more to do then fight bandits that are are wandering around the area. Fatigue is supposed to be affected when traveling on the overland map by foot, though there are a few thigns going wrong with this. The scripts still need to be changed to make use of the new database as well, which will be my priority for the next few days. I'm hoping to get this done by wednesday. That gives me another week or so, to start adding encounters and implement an area or two suitable for PCs to explore. A dungeon in D&D terms. It will also give me some time to think about what to do with the fatigue system.
Finally there is game content. Though the entire area where the beta takes place will be rather small, I'm happy to say that there won't be a lack of lore and setting information. There will be plenty of books to read and NPCs to talk to, to get involved with the setting.
I'll see you guys in a week or two, hopefully with an online server.
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| Weekly Update #3 |
Poster: Zedicius
Mon May 17, 2010 5:54 am
My week of relaxing just ended and back to work we go. And with this I'm reffering to my job rather then the mod.
Anyway, during my week off I managed to do quite some stuff. Firstly, I've finally upgraded the website to use the latest phpBB version. The wiki is up as well, though I still need add the link in the menu, it can be found here: http://esvwiki.twisted-crypts.com/
The mod itself has finally been converted to use an SQL database, rather then the bioware database, which I can tell you speeds things up immensly. Unfortunatly I haven't gotten as far as I would liked to be. I still need to add some overland map encounters, as well as the crafting recipes I have planned. Those two things will be tasks for the next couple of days.
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| Weekly Update #2 |
Poster: Zedicius
Fri Apr 30, 2010 10:57 am
Some unfortunate news to report... last tuesday the mod got corrupted and I lost about two weeks of work. I've spend the past evenings re-doing the changes I had made too the magic system (screenshots will follow) which is partly the reason why I haven't been able put the wiki up yet. The other reason being that my weekend before was filled up with RL trifles.
On a brighter note, with the help of Alban I managed to fix a problem that was prevent me from adding the last few details to the overland map's random encounters. With any luck I'll be able to fix and finish this for the Dunwich region soon. After that I'm hoping to add some random events (RP situations, rather then simply combat), as well as some resource gathering for the crafting system. Speaking of which, crafting is done all that needs to be added are crafting recipes!
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| Weekly Update #1 |
Poster: Zedicius
Thu Apr 22, 2010 7:16 am
As I said, I'm hoping to keep the website alive with weekly updates but of course with job and real life I won't have something new to report every week.
Instead I'm going to try to get the wiki up this weekend and add bits of lore about the setting whenever I can. For those reading this, if you have questions about the lore, feel free to post them, then I'll have something to work towards.
Furthermore, I have made some plans about the remake for the character creation process. I'm planning on changing how skills are saved entirely. I will have to make adjustments too a lot of existing scripts (probably causing some trouble along the way) but with these changes involved it should be a lot easier to implement temporary stat and skill changes. Buff spells, poison affecting strenght, and so forth.
Busy busy busy.
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| Small update |
Poster: Zedicius
Thu Apr 15, 2010 5:37 am
Yes, another two months... I should really try updating once a week or something.
Anyway, I replaced the silly progression tracking box on the main page with a basic server check. So, now you can see if the server is online or offline through the website. Yay.
Considering we're still not in beta, it will mostly be offline though.
Not much new to report otherwise. Me and Sathayorn have been going over the mod, I've fixed a few minor bugs, as well as a more serious one in the combat system. I've noticed that there's an annoying problem with character creation and it looks like I'll have to re-make part of it... again... though we live and learn at least.
Finally, Kaos has recently registered on the site who will be helping me out a bit with NPC AI scripts.
I have a week off comming up soon, I'm hoping to get a lot of stuff done during that period.
Cheerio folks.
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| 27 - 01 - 2010 |
Poster: Zedicius
Wed Jan 27, 2010 6:57 am
Oh dear, oh dear.
January already. Well, happy new year folks. The site might have been standing still for a bit, but trust me the server hasn't. I should really do something about that progress box up there. Anyway, I've got a new job, limiting my free time somewhat, and Thete has just become a dad so he'll probably be occupied until the better part of the summer. No need to fret, though, I wouldn't be posting news if I didn't have anything interesting!
I've recently finished the core scripting of the random encounter system which accompanies the overland map. Considering how large the 'world' is, we'll probably have three or four overland maps to represent the different areas.
Every overland map supports a number of dominant factions. At the start these factions will be populated by NPC factions, such as mercenary bands and bandit groups. When a faction has been whiped out however a spot opens up on the map which can be filled up by, yes, a player (or players). A player picks a location for their home base and how the faction will react towards other factions or NPCs will entirely depend on the player's orders (and possibly his or her occupation).
Furthermore I've been working on the basics of the crafting system... which is comming along quite nicely. After these two parts have been fine-tuned and some actual random encounters are added too the mod, we'll have enough to start an early beta.
Until then 
EDIT: Oh yes! I almost forgot. The site now has an RSS feed which can be accessed here: feed.php
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| Regions |
Poster: Thete
Sat Nov 21, 2009 12:32 pm
One of the first things you define when creating a character is the region they come from. We plan to make the look from each region quite distinct, defining general skin tones and even some facial features. So it may well be possible to guess someones heritage.
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| Custom Arms |
Poster: Thete
Sun Oct 18, 2009 11:20 am
One of the new weapons that we have been working on getting into the mod. This one is based on Cykique's cool concept art that you can see in the gallery: Repeater Musket.
Stay tunes for more items to come.
Cheers Thete
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