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Development Chronicle II - Printable Version +- Mirage Source (https://mirage-engine.uk/forums) +-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61) +--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18) +---- Forum: Staff (https://mirage-engine.uk/forums/forumdisplay.php?fid=41) +----- Forum: Trash (https://mirage-engine.uk/forums/forumdisplay.php?fid=14) +----- Thread: Development Chronicle II (/showthread.php?tid=1448) |
Development Chronicle II - ScytheCGC - 09-12-2007 NARRATED VIDEO VERSION Hey, Scythe here. Guess what time it is? Well if you said time for a new Development Chronicle you are correct! This week's Development Chronicle will not be as big as last week's, since last weeks covered mainly everything I had done so far and this weeks only covers one week worth of development. The first thing I did this week was I completed the Spells. First I completed making all the damage spells, than the melee spells which I refer to as skills and finally I completed making all of the buffs. There are a few new things that can be added to spells now, and will mainly be used for skills and buffs. One of them is that spells can have cool down times so if it is set to 5 minutes you have to wait 5 minutes before casting the spell again. Another thing is that spells can now use some of your HP to be casted too; and you can either have it use a set amount of it or a % of it such as 25% MP; so the cost is proportional to how much MP or HP you have. This will be used on buffs and skills. Now, skills are simply spells with their damage calculated by your Str and weapon and such. The spell type is called Weapon Power + Vitals, since the damage of the spell is basically your Weapon Damage plus the damage from your base strength and such plus whatever damage I set for that spell. Also, the ranges for these are very short. For example, Peltast's have a range of 2, Arch's have a range of 3-4 since that is there normal attack range anyways. After that I was like YES, I CAN START WORKING ON MAPS AGAIN WOOO! So I started to work on something in Haven when I realized none of the items to teach the spells were made. So I had to go back and do that :3. The basic name setup for spell items is as follows... Name of Spell and than whatever item the item is. For example, all Acolyte spells are taught by Tome's, which is a fancy word for a spell book. So for the Acolyte spell Monsoon of Aquarius the item that teaches the spell would be Monsoon of Aquarius Tome. The item that teaches it varies with each class as well as the item sprite. Some classes are taught by scrolls; mainly the melee skills since the skill isn't really a spell, it's more of knowing how to perform the skill such as a certain blade slash or something. Another example is that Heretic's learn their spells from Grimoire's which is a fancy word for evil spell books :3! As for the names and stats of the spells... You're going to have to wait for the Closed Beta release ^.^! So now I was halfway through the week or so; since I had to go back and make the items that teach the spells. Now I still had to finish Haven, so the first thing I did was decide what that wooden gate in the top right hand corner of Haven was for; I had an initial hunch for something like a guard house or something where all the guards gathered but then I got a much better idea. I decided it would be like a mercenary hotspot, where you could go and get missions and quests and such from a bunch of different NPC's. You would be rewarded in different things, gold, equipment and other items as well as EXP sometimes. I decided to call this hotspot The Iron Mercenary and also decided I would put more advanced areas in each factions bases and such. Since I plan on having a few bases and strongholds for each faction where you can get quests and other things from; such as where you would enchant your weapons and remove enchants. Now, in-case you didn't know; there is a new Quest-Editor in Xtreme Worlds. Which allows you to name the quest such as "The Harrowing Wolf", which is a random name I just made up XD... As well as which NPC gives the quest and what the NPC says to you if you didn't do the quest yet, if you're not finished, if you are finished and things like that. You can also set a class and level requirement on the quests. There are some neat things like on completion heal your HP, MP etc to full as well as if you can do the quest once. You can have the quest give items, and other things such as unused stat points, EXP and stats. So the quest could give you 5 extra Strength or Magic etc or a few unused stat points so you can put them where you want. I might do a few of these so you can gain like 20-30 extra stats from doing quests or something. You can also have the quest require multiple items so you have to get a certain item, then the next item etc as well as setting if the item is taken from the player or not. One thing I found very cool is that there is an option called "On completion, jump to _____". The _____ is a drop down box where you can choose a quest. So basically; one NPC can give like 15 or more quests and once you do the first one, he starts you off on the second one and then the third one etc etc. So I will be using that Quest Editor a lot in the mercenary hot spots as they will be called. Here is a screenshot of the entrance to "The Iron Mercenary", there are no quest NPCs inside yet, just a few maps; quests will be added after I map more. ![]() As you can see The Iron Mercenary has a bar and a place for food on the first map and is ran by a dwarf. You'll have to wait till you can play to see his name though ![]() After that I went over to the left entrance where I was going to work on the Granu Colosseum. Basically, Granu is for gladiator matches or duels. There is an above ground lobby before you go down to the main underground lobby where you will find a few warriors that traveled from far away lands to take part in these gladiator style matches. There are two arenas inside, basically a grey map and a red map. The grey map represents a fight till the faint and the red map represents a fight to the death. The arenas are for either 1v1 or 2v2 PVP matches. You can obviously bet on matches by yourself or have an admin or moderator help to make sure no one is scammed. There will also be admin ones where the rewards are given by the admins. I will now show you one screenshot of the "To the Death" arena. ![]() As you can see this is the red map arena. As you can also see there are also two tiles on each side that are different from the main floor. These are where the players will start their match; the reason for having two is for when the battles are 2v2. After that I had to work on the Haven Sewer System. There are two entrances to the Haven Sewer System; one out in the open and one inside one of the shops in town; which winds up causing the shop owner some troubles >. ![]() After that I went back out to the Haven Harbor where I would continue to work on the Coast of Inngard. So I decided to begin working on the right side of the Haven Harbor and work out to the right. Basically my next task is to create the Shoreline for the southern part of the continent Haven is located on. Than I will go back and fill in the interior parts of it and add the first NPCs and such before moving northwards on the continents development. I have a screenshot of some of the shoreline for you as well ;D. ![]() As you can see I also have tiles for the water going over the bottom part of the cliff edge which is also animated =D. I also have one more In-Game screenshot for you this week; it is just a small one to show the point I am talking about... What you see here is the entrance to one of the many "Ruins" you will find on LoZ II. There will be many monsters and other things to find inside these Ruins, some will be hidden pretty well unlike this one. I won't tell you anything else about the Ruins right now though :3. One last thing for this week; I thought you all might want to know the program I use to organize areas I am making. I use Microsoft Office Visio 2007. I believe a screenshot is in order here! Visio 2007 Screen shot Simply click the link above to see the screenshot of Visio 2007. Basically each square represents a map, I put the map name and the map number and sometimes other details such as if that map has the Weapon Shop on it etc etc. Basically this is the best way for me anyhow to lay out areas so I can get a nice overview of the shape of the area and what maps are done and what maps need to be made. The map shown is only what is made so far, if a box has no map number in it that means the map isn't made yet; but It is planned and will be made as I go along. Also, as you can see the map is at 75% of the size, which is why the text looks so bad, but it allows me to get a wider view and I can still read it. I think that just about wraps up this weeks Development Chronicle! Now I shall get back to work on the Coast of Inngard just after I record the narrated version of this ![]() -Scythe |