Diejenigen, die das Update letzte Woche gelesen haben, erinnern sich daran, dass ich über die immensen Fortschritte sprach, die wir erreicht haben und weiterhin erreichen. Aufgrund der ungeheuren Menge an User-Story-Einträgen (inklusive einem vergangenen User-Story-Update, dass wir ausgelassen hatten), hatte ich entschieden, sie auf zwei Wochen aufzuteilen. Vergangene Woche haben wir 165 Punkte abgehakt! Diese Woche führen wir die Liste entsprechend fort und ergänzen sie mit den Fortschritten dieser Woche. Alles in allem erledigt das ohnehin schon tüchtige CSE-Team die Arbeiten in einer guten Geschwindigkeit während es gleichzeitig einen Haufen Bugs bereinigt. Ich werde die Einleitung diesmal kurz halten und direkt zu den Highlights der Woche übergehen.
1. Neu-Befähigung: Wir haben über 60 Modifikator-Komponenten implementiert, womit der Hauptteil der Beta1-Komponenten nun fertiggestellt ist. (Derzeitig) bedeutet das also eine Auswahl von 150 Komponenten, aufgeteilt auf neun Work-in-progress-Klassen!
2. Neu-Befähigung: Flüche und Segen – Wir hatten heute ein tolles Meeting, bei dem wir drei Fliegen mit einer Klappe schlagen konnten. Da es einem das neue Fähigkeitensystem so viel einfacher macht, auf ihm aufzubauen, gelang es einigen unserer Programmierer eine Methode zu entwickeln, die Flüche und Segen so zu implementieren, dass sie nicht nur mit unseren Haltungen zusammenarbeiten, sondern auch allgemein die Funktionsvielfalt des Fähigkeitensystems weiter ausbauen. Insgesamt ein voller Erfolg!
3. Neu-Befähigung (in Bearbeitung): Eine Menge Bugfixes klassenspezifischer Fähigkeiten gingen diese Woche raus. Ein Dank an alle Tester für die Hilfe am vergangenen Wochenende!
4. Art – Rüstungen: Michelle und das Art-Team haben in einem technischen Review überprüft, wie all die schweren Rüstungsteile des herbstlichen Hofes untereinander, sowie mit anderen Ausrüstungsgegenständen zusammenpassen werden und wie sie mit den Skeletten verknüpft und animiert werden. Wie ihr euch sicher denken könnt, ist dies eine wichtige Vorstufe der Modellierungsphase. Hierzu habe ich unten einige Bilder beigefügt.
5. Art – visuelle Effekte: Mike bekommt weiterhin zusätzliche VFX-Editor Features und Bugfixes. Diese Verbesserungen werden uns nicht nur dabei helfen in die Beta zu kommen, sie bereiten auch den Weg für zukünftige Optimierungen.
6. Rendering: George arbeitet derzeit am zweiten Durchlauf des HDR-Updates. Diesmal werden sowohl der Himmel als auch Himmelskörper enthalten sein. Freut euch auf diese Änderungen und das kommende Bloom. Etwas, das wir letzte Woche vergessen haben zu erwähnen: Seine Veränderungen sollten für manche Nutzer zu geringfügigen Leistungssteigerungen führen. Verbesserungen bei Optik und Performance auf einen Schlag? Voll gut!
7. Multi-Zonen: Wir sind gerade dabei, die Änderungen an der Servertechnologie von letzter Woche zu testen. Außerdem haben wir dafür gesorgt, dass Spieler andere Inseln von weiter weg sehen können.
8. Art – Animationen: Wir haben die Verbesserungen am weiblichen Rückwärtslaufen abgeschlossen und hoffen, diese später auch einsetzen zu können, wenn die technischen Voraussetzungen dafür gegeben sind. Außerdem gab es gegen Ende der Woche große Fortschritte beim Rigging [Anm. d. Übersetzers: Polygone mit dem Skelett verbinden] von Waffen, Schilden und Bögen. Freut euch auf neue Testgegenstände in eurem Inventar.
9. Art – Waffen: Diese Woche wurden weitere Gegenstände fertiggestellt. Weiter unten habe ich einige Bilder der Herausragendsten beigefügt.
Soviel zu einigen der Highlights dieser Woche. Es folgt eine ziemlich lange Liste von User-Storys: Wir haben 9 bestehende und 16 neue Karten mit insgesamt 254 erledigten Punkten!
Alte Karten:
As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – Arthurians
One-handed mace – v4: Modeling pass. – Complete
One-handed mace – v4: Materials. – Complete
One-handed mace – v4: Integration. – Complete
One-handed mace – v5: Modeling pass. – Complete
One-handed mace – v5: Materials. – Complete
One-handed mace – v5: Integration. – Complete
First pass concept Art: Longbows – Complete
Longbows: First Pass planning mix and match parts system. – Complete
Longbow – v1: Modeling pass. – Complete
Longbow – v1: Materials. – Complete
Arrows – v1: Materials. – Complete
Arrows – v1: Integration. – Complete
Arrows – v2: Modeling pass. – Complete
Arrows – v2: Materials. – Complete
Arrows – v2: Integration. – Complete
Arrows – v3: Modeling pass. – Complete
Arrows – v3: Materials. – Complete
Arrows – v3: Integration. – Complete
As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – TDD
First pass concept Art: Shortbows. – Complete
Shortbows: First Pass planning mix and match parts system. – Complete
Shortbow – v1: Modeling pass. – Complete
Shortbow – v1: Materials. – Complete
Arrows – v1: Materials. – Complete
Arrows – v1: Integration. – Complete
Arrows – v2: Modeling pass. – Complete
Arrows – v2: Materials. – Complete
Arrows – v2: Integration. – Complete
Arrows – v3: Modeling pass. – Complete
Arrows – v3: Materials. – Complete
Arrows – v3: Integration. – Complete
Arrows – v4: Modeling pass. – Complete
Arrows – v4: Materials. – Complete
Arrows – v4: Integration. – Complete
As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – Viking
First pass concept Art: Shortbows. – Complete
Shortbows: First Pass planning mix and match parts system. – Complete
Shortbow – V1: Modeling pass. – Complete
Shortbow – v1: Materials. – Complete
Arrows – v1: Materials. – Complete
Arrows – v1: Integration. – Complete
Arrows – v2: Modeling pass. – Complete
Arrows – v2: Materials. – Complete
Arrows – v2: Integration. – Complete
Arrows – v3: Modeling pass. – Complete
Arrows – v3: Materials. – Complete
Arrows – v3: Integration. – Complete
As a Backer in Beta 1, I’d like to be able to pick an item up off the ground, put it in my inventory, and if applicable, equip it.
Art – Three generic loot bags for possible grouping of dropped assets for performance. – Complete
As a Backer and Developer, I’d like to play a game that looks like it is from 2016, by implementing a new lighting and material system.
Tone Mapping HDR and Bloom:
FP16 version. – Complete
PostEffectHandler – Place to put post effect specific settings, render targets, constant buffers, and seperate dx10 and dx11 implementation. – Complete
Eye adjustment. – Complete
Add controls for artist tuning per HDR updates. – Complete
As a Developer and Backer, I’d like to see improvements in the movement animations of the player.
Walk (female) Locomotion:
Walk 135° – Complete
Walk 180° – Complete
Walk 215° – Complete
As a Developer, I’d like to improve, and add to, the SFX for re-abilitation.
Additional generic use material for “magic” abilities.
Melee swing sounds for crushing damage. – Complete
Melee swing sounds for slashing damage. – Complete
Melee swing sounds for piercing damage. – Complete
Create loop for active bleeding effect. – Complete
Arduous exertion shout sounds. – Complete
Lighting damage over time assets and events created. – Complete
Lighting damage AoE sounds. – Complete
Arrow impact sounds for crushing damage. – Complete
Arrow impact sounds for slashing damage. – Complete
Arrow impact sounds for piercing damage. – Complete
Arrow impact sounds for acidic or oozy type impacts. – Complete
Arrow impact sounds for arrows with cords, vines, or ropes for grabbing and slowing type sounds. – Complete
Arrow impact – flame burst. – Complete
Generic fire loops. – Complete
Arrow impacts for cloud-like “poof” explosions. – Complete
Generic heal over time loops. – Complete
As a Designer of Camelot Unchained, I’d like to have the tools necessary to create abilities using the re-abilitated ability system code.
File/line number logging for skills – When something breaks, we now know what file and line in that file. – Complete
Use the axis for projectiles that don’t have a model assigned to them. – Complete
Archer + Healer melee parts – integrate melee styles for those 6 classes into master. – Complete
Add more flexibility for giving entities created by the ability system blood and stamina. – Complete
Better error logging of XML deserialization – Complete
Stonehealer stones – Integrate latest version – Complete
Heavy LAE logging – We can print out all of the math in an LAE when we evaluate them. – Complete
Pull latest number changes across all skills into master. – Complete
As a Developer, I’d like be able to place and modify Spawn Areas, Zone Portals, Building Plots, etc. from the World Editor.
Placeable Building Plot:
Add UI for Tool. – Complete
Generate Plots Randomly. – Complete
Incorporate grid spacing. – Complete
Resource nodes – Terrain Spawnables:
Build a path for Server to extract data from the terrain system. – Complete
Refactor Spawnables to support multiple def types. – Complete
Integrate terrain spawnables into WorldStateDB. – Complete
Integrate Editor. – Complete
World Editor Usability:
Placeables should be Terrain Relative by default. – Complete
Handle Invalid Grid Position Updates better. – Complete
Neue Karten:
As a Backer and Developer in B1, I’d like to see improvements in the visual quality of armor for CU.
Autumn Armor test:
Concept art collating previous designs into something to stress our processes. Improved silhouette and material oversight. – Complete
Armor part breakup oversight. – Complete
As a Backer in Beta 1, I’d like all players, regardless of class, to be able to use the available weapon types in Beta 1.
DESIGN – B1 Functionality and Scripting
Standard components created. – Complete
Initial testing pass. – Complete
As a Backer in Beta 1, I’d like to play the Arthurian Physician class.
Physician – Arthurian – DESIGN – B1 Functionality and Scripting
Weapon Style Components. – Complete
Elixir Components. – Complete
Delivery – Components. – Complete
Infusion Components. – Complete
First pass Banes and Boons design. – Complete
Physician – Arthurian – ENG – Additional B1 Class specific needs.
Consumables – Vials/Bottles. – Complete
Physician – Arthurian – ART – B1 Class specific needs.
VFX – First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
SFX – First pass SFX (Including shared & generics) complete and assigned in spreadsheet. – Complete
ANIM – First pass animations complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
ICONS – First pass ICONS complete and assigned in design spreadsheet. – Complete
ICONS – All components have icons in game. – Complete
As a Backer in Beta 1, I’d like to play the TDD Empath class.
Empath – TDD – DESIGN – B1 Functionality and Scripting
Rune Components. – Complete
Shape Components. – Complete
Infusion Components. – Complete
Focus Components. – Complete
First pass Banes and Boons design. – Complete
Empath – TDD – ART – B1 Class specific needs.
VFX – First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
SFX – First pass SFX (Including shared & generics) complete and assigned in spreadsheet. – Complete
ANIM – First pass animations complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
ICONS – First pass ICONS complete and assigned in design spreadsheet. – Complete
ICONS – All components have icons in game. – Complete
As a Backer in Beta 1, I’d like to play the Viking Stonehealer class.
Stonehealer – Viking – DESIGN – B1 Functionality and Scripting
Weapon Style Components. – Complete
Stone Components. – Complete
Delivery Components. – Complete
Rune Components. – Complete
Shape Components. – Complete
Infusion Components. – Complete
Focus Components. – Complete
First pass Banes and Boons design. – Complete
Stonehealer – Viking – ENG – Additional B1 Class specific needs.
Stone health. – Complete
Blood from Stone. – Complete
Imbued Shard – Prep time move speed (Active effects that persist as long as you are in an ability phase – ex: move speed in prep phase is faster. – Complete
Stonehealer – Viking – ART – B1 Class specific needs.
ART – Focus – Polished Gem. – Complete
ART – Focus – Lava Gem. – Complete
ART – 4 rock models for throwing that matched their spawned counterparts. – Complete
ART – 4 Spawned rock models that match their thrown counterparts. – Complete
VFX – First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
SFX – First pass SFX (Including shared & generics) complete and assigned in spreadsheet. – Complete
ANIM – First pass animations complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
ICONS – First pass ICONS complete and assigned in design spreadsheet. – Complete
ICONS – All components have icons in game. – Complete
As a Backer in Beta 1, I’d like to play the Arthurian Black Knight class.
Black Knight – Arthurian – DESIGN – B1 Functionality and Scripting
Weapon Style Components. – Complete
Weapon Speed Components. – Complete
Weapon Potential Components. – Complete
Shout Components. – Complete
Inflection Components. – Complete
First pass Banes and Boons design. – Complete
Black Knight – Arthurian – ENG – Additional B1 Class specific needs.
Armor penetration. – Complete
Deflection. – Complete
Black Knight – Arthurian – ART – B1 Class specific needs.
VFX – First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
SFX – First pass SFX (Including shared & generics) complete and assigned in spreadsheet. – Complete
ANIM – First pass animations complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
ICONS – First pass ICONS complete and assigned in design spreadsheet. – Complete
ICONS – All components have icons in game. – Complete
As a Backer in Beta 1, I’d like to play the TDD Fianna class.
Fianna – TDD – DESIGN – B1 Functionality and Scripting
Weapon Style Components. – Complete
Weapon Speed Components. – Complete
Weapon Potential Components. – Complete
Shout Components. – Complete
Inflection Components. – Complete
First pass Banes and Boons design. – Complete
Fianna – TDD – ENG – Additional B1 Class specific needs.
Armor penetration. – Complete
Deflection. – Complete
Fianna – TDD – ART – B1 Class specific needs.
VFX – First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
SFX – First pass SFX (Including shared & generics) complete and assigned in spreadsheet. – Complete
ANIM – First pass animations complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
ICONS – First pass ICONS complete and assigned in design spreadsheet. – Complete
ICONS – All components have icons in game. – Complete
As a Backer in Beta 1, I’d like to play the Viking Mjölnir class.
Mjölnir – Viking – DESIGN – B1 Functionality and Scripting
Weapon Style Components. – Complete
Weapon Speed Components. – Complete
Weapon Potential Components. – Complete
Rune Components. – Complete
Shape Components. – Complete
Focus Components. – Complete
First pass Banes and Boons design. – Complete
Mjölnir – Viking – ENG – Additional B1 Class specific needs.
Armor penetration. – Complete
Deflection. – Complete
Mjölnir – Viking – ART – B1 Class specific needs.
VFX – First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
SFX – First pass SFX (Including shared & generics) complete and assigned in spreadsheet. – Complete
ANIM – First pass animations complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
ICONS – First pass ICONS complete and assigned in design spreadsheet. – Complete
ICONS – All components have icons in game. – Complete
As a Backer in Beta 1, I’d like to play the Arthurian Blackguard class.
Blackguard – Arthurian – DESIGN – B1 Functionality and Scripting
Weapon Style Components. – Complete
Arrow Components. – Complete
Nock Components. – Complete
Draw Components. – Complete
Aim Components. – Complete
First pass Banes and Boons design. – Complete
Blackguard – Arthurian – ART – B1 Class specific needs.
VFX – First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
SFX – First pass SFX (Including shared & generics) complete and assigned in spreadsheet. – Complete
ANIM – First pass animations complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
ICONS – First pass ICONS complete and assigned in design spreadsheet. – Complete
ICONS – All components have icons in game. – Complete
As a Backer in Beta 1, I’d like to play the TDD Forest Stalker class.
Forest Stalker – TDD – DESIGN – B1 Functionality and Scripting
Weapon Style Components. – Complete
Arrow Components. – Complete
Nock Components. – Complete
Draw Components. – Complete
Aim Components. – Complete
First pass Banes and Boons design. – Complete
Forest Stalker – TDD – ART – B1 Class specific needs.
VFX – First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
SFX – First pass SFX (Including shared & generics) complete and assigned in spreadsheet. – Complete
ANIM – First pass animations complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
ICONS – First pass ICONS complete and assigned in design spreadsheet. – Complete
ICONS – All components have icons in game. – Complete
As a Backer in Beta 1, I’d like to play the Viking Winter’s Shadow class.
Winter’s Shadow – Viking – DESIGN – B1 Functionality and Scripting
Weapon Style Components. – Complete
Arrow Components. – Complete
Nock Components. – Complete
Draw Components. – Complete
Aim Components. – Complete
First pass Banes and Boons design. – Complete
Winter’s Shadow – Viking – ART – B1 Class specific needs.
VFX – First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
SFX – First pass SFX (Including shared & generics) complete and assigned in spreadsheet. – Complete
ANIM – First pass animations complete and assigned in design spreadsheet. (Including shared & generics.) – Complete
ICONS – First pass ICONS complete and assigned in design spreadsheet. – Complete
ICONS – All components have icons in game. – Complete
As a Backer, I’d like my weapons to use the correct hand and Realm variation to further support the B1 combat needs.
Give EquippableComponent an array of locations that it can be equipped to (ie left hand | right hand).
Weapon Definitions include the possibilities of where the item can be equipped (LH, RH, LH | RH, LH | RH). – Complete
Crafting supports this definition. – Complete
Inventory UI tries to be smart about equipping. Example: RH item is already equipped, player tries to equip an LH | RH weapon. New weapon goes into LH automatically. – Complete
If Realm-specific version of item exists, use that instead of the default when crafting. – Complete
Give all items a Faction that is generated upon their creation. – Complete
Give the individual jobs a Vox performs their own factions, which get passed on to the items they create. – Complete
Update the Unequip function to make the unequipped slot an Out rather than a return value. – Complete
Convert ImmutableDictionary<GearSlot, Item> to ImmutableList<EquippedItem> – Complete
As a VFX Developer, I’d like additional tools and support for VFX needs in Beta 1.
Images Sets:
Particle effects can source a selection of images, as well as any row or location on the set. – Complete
System is easily updated with new options in UI. – Complete
Sets can be accessed randomly, and ordered, or using ranges. – Complete
Sets are combined into texture arrays compressed in memory. – Complete
Non-uniform, but still power of 2, sheets valid. – Complete
Directory upload support in editor with automatic slot mapping. – Complete
Image uploads don’t create duplicates. – Complete
Supported naming convention determined for directory files. – Complete
Fixes and updates to old system that no longer work:
Support for particles with multiple spawners. – Complete
Animated parameters from Spawner affect child particles. – Complete
Velocity inheritance on directional partilces works consistently. – Complete
Fix particles flipping or rotating, seemingly randomly. – Complete
As a Backer in Beta 1, I’d like the updated encumbrance system to use an item’s weight and compare that to the stat-driven carrying capacity of my character.
When items are added/removed from your inventory, update encumbrance. – Complete
If a player is encumbered, apply a skill node. – Complete
When a player is encumbered, queue a re-application of skill node after it expires. – Complete
As a Backer in Beta 1, I’d like the appropriate classes to support the concept of consumable items when using abilities, using the updated ability system.
When items are added/removed from your inventory, update encumbrance. – Complete
If a player is encumbered, apply a skill node. – Complete
When a player is encumbered, queue a re-application of skill node after it expires. – Complete
As a Backer in Beta 1, I’d like the appropriate classes to support the concept of consumable items when using abilities, using the updated ability system.
Make a Physician Skill check for a resource (requirement). – Complete
Make a Physician skill consume a resource. – Complete
Track consumption and update the database. – Complete
Create actual vials and/or arrows instead of using doodads. – Complete
Add a ‘munition’ component to vials and arrows. – Complete
Sort inventory based upon components for quick access and updates. – Complete
Replace Consumable component with more generic logic in Inventory component. – Complete
As a Backer in Beta 1, I’d like a selection of Banes and Boons in character creation, using the updated ability system.
First pass Beta 1 design. – Complete
First pass updated UI design/art for updated patcher-based character creation. – Complete
First Pass Tech:
Build data structure. – Complete
Attach B&B to players during login. – Complete
Add slash command so Ben can test. – Complete
Create Stat Mod sample. – Complete
Create Damage buff/debuff sample. – Complete
Create generic eventhandler sample (might also get us the Damage buff/debuff sample). – Complete
Create resist buff/debuff sample. – Complete
As a Backer in Beta 1, I’d like the stance system to properly update the player animations according to travel state, weapons equipped, and other such gameplay transitions.
First Pass:
Mode and ModalGroup definitions in config – Complete
Current mode state tracking – Complete
Console/admin slash commands for listing and changing modes – Complete
Initialize active modes correctly on login/spawn/whatever – Complete
Skill nodes and sample parts for changing modes – Complete
Samples of functional-but-not-final ‘Travel’, ‘Aggressive’, and ‘Defensive’ stances or a similar small starting set – Complete
Feedback audits – Complete
Second Pass:
Inline definition of modes within parts, no separate list in archetype, ID instead of name, and default/initial mode configuration – Complete
Echt gut, oder? Ich bin ziemlich stolz auf meine Arbeitskollegen und ihre Leistung hinsichtlich Beta1 und ich hoffe ihr seid es auch. Okay, machen wir mit ein paar Bildern vom Art-Team weiter:
Zuallererst haben wir Konzeptbilder des zweiten Durchlaufs für die herbstlichen Rüstungen:
Hier kann man gut erkennen, wie wir die Rüstungen in einzelne Teile zerlegen, um Verständnis für ihre Funktionsweise zu erlangen:
Ziemlich cool! Ich freue mich schon darauf, hier die Sachen anzuwenden, die wir aus der Verfeinerung unserer Arbeitsabläufe gelernt haben. Als Nächstes seht ihr eine Auswahl an Bögen: ein arturischer Langbogen sowie Kurzbögen der Tuatha und Wikinger.
Anschließend, Fokusse für unsere Beta1 “Heiler”-Klassen:
Hier ein Fokus der arturischen Medizi, inspiriert vom Trinkhorn des Brân Galed:
Gut, das wars dann erst mal für diese Woche. Ich hoffe ihr habt alle ein tolles Wochenende und an diejenigen unter euch, die Halloween feiern: Süßes oder Saures!
-t