Author Topic: Dev Blog #3 Recent Work  (Read 14616 times)

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Offline Panos_

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Re: Dev Blog #3 Recent Work
« Reply #15 on: December 18, 2015, 07:43:15 pm »
+2
One of the interns I assume, their profile says they are female so I'm guessing its either the girl from the video or donkey crew found their interns on tumblr.

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Offline Leshma

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Re: Dev Blog #3 Recent Work
« Reply #16 on: December 18, 2015, 07:49:20 pm »
+2
Wait, who the fuck is tolonar?

Community manageress I guess. It's their job to write these devlogs, so that actual developers can focus on their work and not waste time answering questions asked by players.

Offline karasu

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Re: Dev Blog #3 Recent Work
« Reply #17 on: December 18, 2015, 08:48:35 pm »
+1
Jacko has been busy as of late with the incredibly small, humble task of creating blockouts of...well, every single prop in the game we can think of so far.

(...)

He’s also been doing some of what he calls ‘admin stuff’;

Somehow I'm terrified by this notion.  :|



A couple of weeks ago they also implemented the basis for the growing of forests in-game. If a player chops down a tree, a sapling will eventually re-grow into a small and then a large tree, and the forest will slowly spread over time. In doing this, and ensuring these rules for resources all work together, we will build a completely persistent world.


This is cool. So there's no persistant damage if, let's say, "someone decides to destroy the whole surrounding forest area of an enemy keep, tactical deforestation".  :twisted:



The range of materials of the different clothing articles will represent different qualities of fabric, from cheaper textiles such as linen and wool of different thickness, to patterned silk, all appropriate to the historical period. We have many resources available to us for referencing, with what remains from manuscripts and museums, and with Zimke as our historical expert we can create good looking, accurate materials.
The visual quality of accessories also change to match the outfit. From the plainest wool outfit, the belt and garters are un-dyed, but in the silk variation these use a better quality, red-dyed material to show off wealth.
Zimke has additionally been creating different levels of dirt variation textures for each of the materials which may also be linked to the quality of the material to show that an item is very poor and damaged.


*manly tears of joy*



For the past couple weeks Rachel has began learning how to use World Machine to help the team with working on the game's maps for instant battles and also the Epic world. She has been working on a 1.2x1.2km map that can be used in-game for testing combat, styled as a sort of basin type of map that dips in the middle and has high ridges around the edges.

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Rather than hand-sculpting the landscape, perlin noise is used to break up the terrain and generate features such as hills and mountains. RGB maps are created that dictate where certain textures will be applied such as grass, rock, dirt, and sand; and individual alpha masks are used for where props will be placed such as trees and flora.
Eventually we would like to get to a point with the map system in-game where we can define a set of parameters for procedural generation of landscapes and implement logic for where vegetation and flora can be placed, to very easily and quickly create changes in the world.


With such quick changes on the map being a possibility, can those changes be caused by any event? Be it by player direct interaction or let's say "AI events"? Or just some specific triggers?


All in all, thanks for the detailed update tolonar, nice avatar.  :D

Happy holidays!

Offline enigmatic_stranger

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Re: Dev Blog #3 Recent Work
« Reply #18 on: December 18, 2015, 08:51:46 pm »
0
Quote
For example, a spear consists of 3 main parts: the head, shaft, and buttcap
What different types of buttcaps do? :?

Offline F i n

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Re: Dev Blog #3 Recent Work
« Reply #19 on: December 18, 2015, 08:52:43 pm »
+13
What different types of buttcaps do? :?

They cap butts.
"Life was easier as a borderline alcoholic." (chadz, 2016)

Offline BlueKnight

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Re: Dev Blog #3 Recent Work
« Reply #20 on: December 18, 2015, 09:17:58 pm »
0

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Speargasm!!! <3
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Skyrim UI

Offline enigmatic_stranger

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Re: Dev Blog #3 Recent Work
« Reply #21 on: December 18, 2015, 09:23:32 pm »
+3
They cap butts.
nice.
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Offline Byrdi

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Re: Dev Blog #3 Recent Work
« Reply #22 on: December 18, 2015, 11:08:10 pm »
+2
Looks great as always!
Also I like the way the post is structured, so big props to Tolonar (whoever she is :D)
« Last Edit: December 18, 2015, 11:11:41 pm by Byrdi »

Offline matt2507

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Re: Dev Blog #3 Recent Work
« Reply #23 on: December 19, 2015, 01:02:24 am »
+8
Wait, who the fuck is tolonar?
Google is your friend:
https://www.google.fr/search?q=Tolonar&rlz=1C1ASUC_enFR653FR653&oq=Tolonar&aqs=chrome..69i57&sourceid=chrome&es_sm=122&ie=UTF-8
https://www.instagram.com/tolonar/

Tolonar is Miss Rachel, as simple as that.
That kind of structured post can only be make from a women hand.

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No donkeys were harmed in the making of this gif.

Offline Leshma

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Re: Dev Blog #3 Recent Work
« Reply #24 on: December 19, 2015, 01:22:50 am »
0
She seems interested into adding new skills to her skill tree. Seeing how many senior developers started from lowly positions of junior QA testers, we might see new community manager few years from now. They seem perfect company for person to improve, hell even Thomek became important part of development process.

Edit: After looking at that instagram feed, I devised a perfect plan to evict myself from this place once for good. But it is too early for that, so I'll keep my mouth shut for the time being :mrgreen:

Offline Miwiw

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Re: Dev Blog #3 Recent Work
« Reply #25 on: December 19, 2015, 02:29:17 am »
0
New community managers for us need some hard skin though (if thats a description that fits?), unless they don't need to read/answer threads of course. ;)

Or well, we are quite mature anyhow.

Nice new blog and updates, enjoy seeing weapons/armor and beards especially.
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Offline Horns_Archive

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Re: Dev Blog #3 Recent Work
« Reply #26 on: December 19, 2015, 04:38:03 am »
0
My reaction to all of this:

(click to show/hide)

Offline Tristan_of_Erzoth

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Re: Dev Blog #3 Recent Work
« Reply #27 on: December 19, 2015, 05:32:49 am »
0
Google is your friend:
https://www.google.fr/search?q=Tolonar&rlz=1C1ASUC_enFR653FR653&oq=Tolonar&aqs=chrome..69i57&sourceid=chrome&es_sm=122&ie=UTF-8
https://www.instagram.com/tolonar/

Tolonar is Miss Rachel, as simple as that.
That kind of structured post can only be make from a women hand.

Pictures with chadz? Do what we all want and deliver us pictures of his donkey thanks
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Offline autobus

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Re: Dev Blog #3 Recent Work
« Reply #28 on: December 19, 2015, 07:53:08 am »
+9
What different types of buttcaps do? :?

Buttcap protects the rear end of shaft from splitting/damages, it also gives balance to spear for easier control of said spear. Aside from giving additional customisation option ofcourse.

Offline MacX85

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Re: Dev Blog #3 Recent Work
« Reply #29 on: December 19, 2015, 08:44:39 am »
+1
Buttcap protects the rear end of shaft from splitting/damages, it also gives balance to spear for easier control of said spear. Aside from giving additional customisation option ofcourse.

I prefer Fin's answer   :|