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Tuesday, 07 September 2010
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Development Update - September 2, 2005 PDF Print E-mail
Written by Frilly Wumpus   
Friday, 02 September 2005

Time for an update...

This month's most exciting news was the public announcement of Project Britannia.  We've been working on this collaboration for over a year and we're happy to be able to let the world know what we're doing.  Currently, we're identifying what we want to release for our first milestone and cleaning up some of the content.  Once we're happy with it, we'll make it available for download.

On the content side, we've been continuing to go through the systems and fine tune them and identify pieces that are missing...



Some of the items we've worked on this month are:

  • Work on the Guard system to allow guards to intercept the player if the player has performed some nefarious deed and send them to the jail in Yew.

  • More work on the base scheduling system.  We're currently identifying what we call "schedule sequences".. those small sequences of actions that can be strung together to perform complex actions.  The command gizmos in DS, while very powerful, are not geared towards having really complex sequences, so we're creating new gizmos that wrap up multiple actions into one placeable.

An example of one of these new command sequences is an "attack target dummy" gizmo that does the following:
  • cause an npc to walk to a point
  • turn the npc
  • have the npc equip a weapon
  • have the npc attack a target dummy for # seconds
  • have the npc unequip the weapon
  • have the npc idle for a few seconds

  • We've brought on a new team member that will be focusing on creating visual effects.  Currently, he's working through some of the remaining spells that have placeholder effects and creating new visuals for them.

  • New meshes have been created to replace the placeholder art for Slimes and Mimics.  Slimes also will "split" when attacked.

  • New custom nodes for Trinsic have been completed.

  • Our internal NPC Builder tool has finally become functional enough now that Lazarus has been using it to generate all of their NPCs for placing and scheduling throughout the world.  This tool provides a UI for generating new NPCs and provides the ability to set the look of the NPC (mesh + textures) plus all of the stats, inventory, shop inventory, and scheduling information.  The tool then generates the appropriate templates for immediate placement in the Siege Editor. 

  • Work was done on creating a cross-referenced help file containing all of the templates and components that have been created.  The help file is generated by dOxygen and we've created a pre-processor that takes Skrit and Gas files and formats them in such a way that dOxygen can read them.  You can see a sample of this output in our downloads section where we've run the core Dungeon Siege 1 content through this process.  It makes a very valuable reference.

  • Numerous tweaks and bug fixes throughout

Until next time...
Last Updated ( Tuesday, 20 September 2005 )
 
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