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Development Update - September 2, 2005 |
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Written by Frilly Wumpus
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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... |
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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
- 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... |
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Last Updated ( Tuesday, 20 September 2005 )
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