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Big Boss
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PostSubject: Server Blog    Server Blog  I_icon_minitimeWed Jul 25, 2018 7:00 pm

July 24th Blog


Update Highlights


Server Forum Midland-Steampunk is created

Work on the project of the server World is underway


Welcome everyone!

First off if you don't what I'm doing here, this is web development blog for a steampunk game world project known as Midland! It is a D&D based personal project that started in late winter of 2017 and has sprung into an expansive sandbox-like world with the intent of a light story driven atmosphere filled with its own perspective of the Fictional World of Acadias.

Midland will be an Enhanced Edition version of Neverwinter Nights and will be a roleplaying Action server based around several fantastic inspirations.

The story so far:

The setting takes place in the following year of 1611 m.y* in the country of Midland, a large continent within Acadias. Midland is a diverse landscape with many races, wild earthen animals and magical alike. All brought to the world by means of magical phenomenons known as the Myst: Large, sometimes dangerous, anomalies that dot the regions of Midland.

Description of Midland geography is best said as a lush vibrant all segregated by vast mountains. In between are often small feudal like societies that is often divided and irrigated for farming very similar to landscapes like an English, french, or medieval German countryside. In between these are large vast forests where often many wild life exist.

Because the diversity of the realm, much of the idea of hunting and gathering is often limited in the form of expeditions and larger forces. Although harmony between the wild life of Midland and the expansive industrial nations can be achieved, it is often viewed as a means of asset resource gathering

The era itself It is a progressive time similar to that of a renaissance age. an age of exploration of innovation in industrial technology, education, health and military prowess. The landscape itself is shaped by year's of tactical land and air operations including commercial and residential use. Castle's often mark the spots of border's and territories, while armies are used as deterrents against would-be invasions and upholding peace.

*M.Y= Midland Year

The plot so far:

The plot will take place in the Southern portion of Midland in the country of Meles (Pronounced: Muh~Lees) where the player will get to decide there race, back story, and a starting location. Each starting location will be based on a difficulty setting and a light story line before they decide where they want to go.

The primary goal of Midland is the exploration of the world and the discovery of its past. as Meles in particular holds many secrets in which the player will find on there journeys. In short it is an adventuring world, with classical dungeon's and dangerous factions to fight... or even join. The idea is to want to shape and create your character around an established game world that moves ever forward


More development of the world will be revealed later!


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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeSat Aug 04, 2018 7:45 pm

August 8, 2018

Primary Goal for the world:


Create an immersive rpg style gameworld with the following systems

[Done] NPC Reputation system

[Done] Socketed system

[Done] Revamped Core AI

[] Revamped Summons system

[Done] Random Loot Generator

[Done] Pre-Built Player Housing

[] Vuldricks Vampire System

[Done] Player Consequence & Action/ Bounty Hunter System

[] Player Banditry  System (Become a bandit!)

[Done] Portal or  teleport waypoint system

[Done] In-Game Guilds and Factions[/color]


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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeFri Aug 10, 2018 1:21 pm

August 10, 2018

What's that? Oh just the sound of new content!

Midland is an innovative world and uses all manner of industrious, and militaristic, state of the art designs
Server Blog  36224410
Server Blog  36188810

These weapons-of-war are the best of the best and are created right in Meles, the industrial capital of Midland
Server Blog  36223410

Military war isn't just the main focus here of course, as Meles also has adopted the Western Empires "Iron Horses" or early Steam Engine Auto-mobiles. These are used as trollies around the city, or anywhere there is track.
Server Blog  34583710


Posters by Fable III
Server Blog  34782210
Server Blog  36955910
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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeSun Sep 02, 2018 4:23 am

*Tick tick tick tick tick* This just end. Stop. Telegrams are now in. Stop. Use them for communicating. Stop.

Server Blog  Telegr12
Server Blog  Telegr10
Server Blog  Telegr11


Players will be able to communicate long distance across the land as the ingenuity of Gnomish crafting takes to new heights. Telegram Booths will be placed around the map for player's to send long distant communications for quests, and sending personalized messages to others.
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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeMon Sep 17, 2018 3:54 pm

September 17, 2018

I got around to a large update on the server today, and now completed a big chunk of stuff even including a surprise update.

First off i had abit of change of plans for the overall idea of the world itself, and worked on development of a new group: The Motanni. This group will be the druids and an indigenous group of people that are known to exist as travelers of the woods. These people are spiritually connected to the land, much like feys and elves and are keenly aware of what occurs around them in nature.

The village of Dahoga will be the main village containing several important npc's, homes for players, and a means to join them.
Server Blog  Mot_210

I am also currently working on additional class system for the game!

Server Blog  Classe10

These are currently working quite well and are even catered from its d20 modern origins to work with the vanilla classes. By far my favourite class is the Gunslinger with his ability to wield double pistols. The challenge here was figuring out how to still wield all the bioware content and still maintain the d20 animations that were crucial to the gunslinger and classes  Very Happy

Each class is designed as a rp element but also cater towards allowing player's to interact within the gameworld in different ways. A philosopher for example is a well literate individual who can produce scrolls than say a wizard or sorcerer can and so on. Some of these classes are more "down to earth" in that they don't have many fantastical abilities but do make up for this in other ways. (more on that to come later!)


Progress is coming along very well, and quickly! I'd expect to finish sometime either this year or following the new year shortly there after.

For now enjoy the new content update and expect to hear back from me soon!


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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeMon Sep 17, 2018 10:18 pm

Now for the surprise event... what did you think that was it? Rolling Eyes

The biggest reveal is the current new release of the Kings Road which spans the northern to eastern areas of Meles. This region is the largest populated region in Meles showcasing Midlands finest example of an industrious society, including the Iron Horse Services, which will take players across the Kings Road.

This speedy means of transportation is sponsored in part by the Merchants Alliance Guild, who fund the latest technology straight from the Western Empire. Player's will be able to use the shuttles as they purchase a ticket and sit comfortably as they rumble and shake across the highway to their destination.

All buses have a stop and a shuttle-stop guide where you can purchase tickets from. These individuals will also help you in case you miss your bus!
Server Blog  Bus_st10

Server Blog  Bus_mi10

When inside enjoy the coaches rumbles and listening to the coach driver of your stop
Server Blog  Bus_ri10

Server Blog  Bus_aw10
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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeTue Sep 18, 2018 7:39 pm

September 18, 2018

A new feature update.

Ever wonder why in some rpgs there were no baths or reasons to "stay clean"? no? me neither! but now we can.

Meles is a region presented with the idea of cleanliness and relaxation. Local bath houses are constructed to cater to the local people with bathmaids who, for a fee, will cleanse your body and clothes. They can be found in any area where a major road is constructed such as the Imperial road or the Kings Road. Simply look for the bath houses design with high fences.

Just remember even bathmaids need sleep so they will only be there to assist you during daylight hours.
Server Blog  Bath_h10
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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeSat Oct 13, 2018 4:04 pm

October 13, 2018

Midlands npc reputation system at a glance

What is it? The npc reputation is based on a set of scripted code to which will change around the player's actions. This effects the npc in many ways from revealing quests, to secrets and revealing rumors or even the npcs overall "mood" to the player.

Approaching npc's for the first time will reveal a choice dialogue (the one below is of an early build of the idea in action)

Server Blog  Rom_rs10

choosing either a positive or negative dialogue effects the npcs mood to the player. A display on the left screen will appear in yellow text, this is the important part of the reputation system! this tells you your overall reputation with that npc, and effects most npcs who are of the same group as well

Server Blog  Rom_rs11

Although picking negative dialogue will have, of course, negative side effects to your reputation you can, sometimes, achieve quicker results through some npc's when gathering information.

The system is dynamic which means the npcs reputation maintains itself through server resets and so on.

So there you have it! The system is still in progress, but is largely finished. Currently not all npcs will have the reputation system, but still has effects in the world in general giving the npcs a personality that is unique to them.

The biggest pay-off of the system is learning new secrets or lore to quest related npc's and so on. the system is definitely easy to change and will be used in portions of the more common folk npcs around the realm.

Server Blog  Rom_v110
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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeThu Nov 15, 2018 2:34 am

November 14 2018

The Quill is mightier than the Sword Update Edition


I want to start focusing on the more roleplaying aspects of the game. Personally i feel the biggest thing any world should have is lore and how the player interacts with lore in general. This can go in any direction, but what i want to focus on is engagement or physical lore that is tangible or real in some aspects. When players begin their journey of discovering the history of the world, they will undoubtedly come across many books!

Books are a rather small but necessary tool of my world building structure. Each capable of experiencing the world history but also to elude to its danger's.

Server Blog  Book_210

Everyone can choose to learn of dangers around them from hostile creatures and how to best handle them, to natural or artificial sites

Server Blog  Book_110

How players choose to perceive is dangerous, or is helpful, is also entirely up to them. Meles is considered as a wild frontier country, and with this comes any opportunities for open expansion for lore!

In total there are 35 books as of this writing and more are being written by yours truly!

Anyways, thats it for updates today so expect to find more in the coming month or so


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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeSat Nov 24, 2018 4:06 pm

November 24, 2018

Hello everyone! Today i wanted to show something i was working on while I have been busy from real life. I put a temporary plug on the main project due to some events that required my attention in life.

What we are looking at is an early W.i.P of the Westral Lands Project. This will be included as an expansion to the world, after the day 1 opening.

The region will center around the Town of crawsburg, the third largest settlement in the region, which holds a fort stabilized by a town Free Militia. The town itself is ran independently and freely, and has strong ties in trade and commerce in the area.

It independence through trade is only possible by mitigating power of foreign nations, as well as the region being considred a "neutral zone" between the East and West even including its own government based on codes of conduct. The Westral Lands will be a harsh wild landscape versus the region of Meles colder climate and its ties to industrial civilization, The Westral Lands will represent a more rugged and natural approach.

Player's will arrive via "iron Horse" and can travel between Meles and the Westral Lands at any time.
Server Blog  Crawsb13

The Westral Lands is a large grassland territory owned by independent tribes, centaur clans, and Magical Creatures alike, it will compose mainly of entire regions devoid of any civilization using Crawsburg as the primary hub.
Server Blog  Crawsb10

Server Blog  Crawsb11

The primary focus of the expansion is to allow more story writing and opening possibilities for new campaigns for neverwinter nights. Once completed the region will have a main story line but will maintain a more open approach to the idea. It will be much similar to Meles in design but will be much less colder and alot less darker.
Server Blog  Crawsb12

Focus on the main project at hand, all that is left to do is to design the remaining areas of the Eastern Coast of Meles, fleshing out the Guildes and maintaining the present story line until completion.
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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeTue Jan 15, 2019 2:13 pm

Just a small update today!

A new addition to the background noise family: Cicadas! Those loud annoying lil buggers can now fill your ears with their ever so familiar singing as you walk around the crisp warm Westral Land’s with an extra large bug swatter

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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeTue Feb 05, 2019 2:28 pm

February 5, 2019

A small update today for some new mounts, or automated carriages? who knows! they're coming in, and once i've set up the textures they will be good to go

Server Blog  Automo10

Content Update 1

I worked on the textures, some still need some touching up as they appear too dark or are wrong colours. I also had some fun and added three more cars to the group! Each are recreations of real life early cars between 1894-1903-ish (years are debatable but close)

Server Blog  Update10

Content Update 2

I had a system crash a few days ago (blue screen of death!  affraid  ) and the custom content i had created ceased to work properly, so most of the cars i have made were scrapped and remodeled by hand. What it did though was allow me time to fabricate new content instead!

The A.A.W or Armored Assault Wagon is a newly developed Imperial Motorwagon created for the intent purpose of upholding sieges. These monstrous behemoths are dangerous, despite their lumbering speeds. They are produced en masse in large industries across the Rösgardian Empire.

Server Blog  Tank_210
Server Blog  Tank_110

Content Update 3

Second Tank has been deployed! The A.W or Armored Wagon, is the early version of the A.A.W, they are dubbed as " The mobile fortress" on account for its 4 3 inch (7.62 cm) cannons, and liftholes for rifle deployment at every angle. The A.W is designated as an anti-infantry/ calvery unit in that no knight, nor solder can penetrate its armor.

Server Blog  Tank_410
Server Blog  Tank_310
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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeFri Feb 22, 2019 11:55 pm

February 22, 2019

So since the community has started to take notice of my project, I will be posting a "ask at will" page on the website for anyone wanting to ask any questions about the project. Upfront this in no way should reflect questions regarding the public release piece's of the project as that will be covered on the vault when it is time.

Until then I will be posting some content updates very soon regarding in game mechanics and how to use them.
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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeMon Mar 04, 2019 7:46 pm

Content Update 4 - FINAL

After a long time, or nearly 4 weeks and some change, ive gone through several changes and failed models to conclude the final list below.

These are the final results, for the time being, as those prior to these models came with all sorts of performance issues. Ive learned alot from model making and I'm happy with the way these turned out.

In the future there can be more Car content updates, but for now these will be just for on-launch day of the server  bounce  Very Happy

Vehicles will be based on a skillset system, your drive skill. The higher it is the more likely you are to maneuver and not crash the vehicle or cause breakdowns.

Eventually i'd like to see if i can create a chassis model for car production, or a repair system but other than that Fuel and inner component systems will be non-existent!

From Left:  Taxi, Truck, car, Tank
Server Blog  Drive_10

Each car I refer to as a Unit, much like a Real-Time Strategy game these "units" come with their own uses that players can utilize to their own needs. Each automobile does not require any fuel, but does utilize your skillset.

They are based on the d20 modern driving system. This means each unit can operate via a player, and can have a passenger capacity related to that unit type (EX: Cars can carry a driver, and 2 passengers, Trucks a driver and 6 passengers) which requires the player tool wand, to operate.


Server Blog  Tank_d10

Players who operate a vehicle will receive a manual. The manual is important as it tells the vehicle where to go, and what to do. I find this an interesting and fun idea, as it leaves the player to freely engage in role play while not having to handle the vehicle manually.
Server Blog  Dmanue10

Vehicle operations are based on a set of your skills and how hard it is to operate them. Some vehicles, like tanks, or trucks, are difficult to use but are exceptionally strong while cars are easy to wreck but are faster to drive.

Server Blog  Tank_d11

Taxis will, hopefully if it works out, will be used for easy transportation around the big city-scape just call out to one and they will operate to your needs.
Server Blog  Taxi_210


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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeWed Mar 27, 2019 9:16 pm

Ever wondered what a Technomagical society might look like? I do! I get greatly inspired by modern games to create and fuel my imagination, and helps me create new worlds. Here are a few early works of the "City of Towers" Orchades

The models themselves are retextures of the d20 modern skyscrapers and a few sci fi models. They turned out as well as I could expect!
Server Blog  Big_ci10
Server Blog  Big_ci11

For any who might recognize the similarities, Orchades draws upon Final Fantasy 12 and the city of Archades. The challenge ahead will be constructing an entire infrastructure of such a massive city idea sooo its not going  to go anywhere anytime soon.

Update 1

I did some touchups deciding to go full on into this project, although it is merely just a distraction to hone on my skills. Each object is a retexture, or new object designated just for this city (some exceptions such as the airships in the foreground).

Server Blog  Orchad10
Server Blog  Orchad11
Server Blog  Orchad12

The main idea around this is that Orchadia is a civilization built upon forgotten knowledge, which unlike most neighboring kingdoms, Orchadia has quickly become the beacon in magic and technology, as they push these boundaries to serve a greater purpose.

When i design something this fantastical (yep thats really a word!) I like to ask myself questions, especially ones such as "Well if theyre so advanced why do some of the other cities around Midland don't appear to be so advanced?" the question isnt so easily answered other than that the Eastern regions are mostly Biased of Magic and instead rely on technology as there guide. That isnt to say Orchadia doesnt share their technology however!

Orchadia is responsible for the rediscovery of many technological wonders such as airship travel, gunpowder, industrial machines, and the betterment of education and health. All these are shared in equal to many countries, such as Meles, who use it for the betterment in their own design. Smile

Update 2

Initial closeup of the final pieces of the city: new airships!

Orchadia relies on innovative technology as the catalyst for it's power. Orchadian Warships are powered by manufactured Magic known as Mithricite (some references to this are: Mako, Nethicite, Magicite, Skystones) which allow the production of large, very robust airship designs.

Server Blog  Warshi10
Server Blog  Airshi10

Update 3

Its come a long way but I've finished up what I wanted to achieve and even animated a few new assets to the game.

Most of these are screenshots of the more technical previews, showcasing the possibility of new moveable assets on the server (pretty exciting stuff!)

Server Blog  Innova10
Server Blog  Innova11
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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeTue Apr 09, 2019 4:50 pm

A video Update of the Airships in motion, along with a "airship swoop" noise for the background.

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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeTue Apr 09, 2019 6:30 pm

Here is some story development I have been working on for some time now. The idea here is to present some story-developement for the world.

=================================
The Disovery of Mithricite
=================================

Mithricite is a Catalyst for Modern Midland as a whole. It often takes the shape of a Quartz-like crystal, and can be found naturally grown in highly concentrated areas of Myst underground. Mithrcite in its natural form is highly dangerous to wield and can be deadly to those who use them.

All natural Mithricite is formed over hundred's of year's, as these "magic rocks" sap the very Myst creating a powerful radiating Magic into a sort of "magic ecosystem" (Myst itself is formed by Raw  Powerful Magic, while Mithricite creates this magic for it) It is unclear whether if Mithricite or the Myst are in correlation to one another, or if Myst is necessary for Mithricite invigoration.

Modern Mithricite can be manufactured into a raw form known as Manufacted Mithrcite. It is powerful, capable of radiating raw energy but is difficult to yield even a small force of it. A vast majority of Mithricite is manufacted and is nearly indistinguishable to its natural counter-part.

Many smaller countries do not use Mithricite as it proven to be either expensive, or too complex instead rely on Natural resources such as Animal Oils, Charcoal, or Coal.

An image of Manufacted Mithricite in process.
Server Blog  Innova13



Mithricite and the Empire


Mithricite is a primary catalyst for the Orchadian empire in only recent history, the last one century in fact. Mithricite has been in use for nearly 3 1/2 centuries but its secrets were only recently revealed, when it was disovered by philosophers of its limitless potential.

A golden age (IE: Midlands renaissance) began for a century. Midland had already begun its Industrial Revolution centuries before this discovery, however Mithricite seems to be the final push into a true renaissance rediscovering its past and creating this new age of wonder.


Image of Mithricite Combustion Power, with a Transformer. Although Energy, or "power", is conducive to fuel Orchadias automation (such as vehicles, airships, engines) it is highly limited to only automation, the idea of a centralized Energy system (IE: Power Plants) is considered unnecessary as manufactured energy is not a widely explored avenue.
Server Blog  Innova14
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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeSun Apr 14, 2019 4:12 pm

Content Update April 14 2019

I'm doing a small content update and added in an Ironclad. I figured I may as well add one in for the sake of keeping up with Content. I'm entirely unsure when Ill finish designing new content, but as long as it suits my needs, so too will the assets for the server.

The story behind Ironclads:
These Iron Behemoths have been in use well over the past century in Midland, but none are as extraordinarily than the Ironclad design. Only a few are produced outside of the Rosgardian Empire, and are rarely seen along the Eastern Sea of Midland. Along the Northern Sea however, these metal ships are the pride and glory of the Rosgarde Empire and are used extensively in naval battles.

Server Blog  Ironcl10
Server Blog  Ironcl11
Server Blog  Ironcl12


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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeSun Apr 14, 2019 9:00 pm

Let's talk about the game mechanics for a sec. This going to be a relatively short update, but one that is essential to know before jumping into the game and getting started.

Every player will be issued a Player Tool Wand, much like how the Player Tools work in the 1.69 release these activate the player PC Menu.


All Players will receive the wand as a feat.
Server Blog  Tech_110

For anyone unfamiliar with a player wand listen up, these will replace all craft skills and player appearances. You can access the wand via your radial menu at any time.
Server Blog  Tech_210

Although in this early Beta build it states the Wand is a Rest Menu The PC Menu is not designed as a Rest menu. You can choose to rest for the benefit of resting but it is far easier to simply press "r" or whatever it is binded to.

The reason for this choice is due to the d20 Vehicle, jumping, and emote systems put in place (more on those later)

Server Blog  Tech_310

The main purpose is to create a better interface for the game as some regions will either require you to use some sort of long distance activating use your Player Tool Wand (hence its name, think of it as like a Omni-Tool. Everything you can do will come through this Wand)


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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeMon Apr 15, 2019 9:53 pm

Well working on Orchadia was fun, but now I've decided to move onto another (Orchadia is going to be part of an expansion later on, so i don't want to spend alot of time on it just ideas)

I'm currently working on developing a more suitable high-end steampunk city, inspired by the victorian era. It will be my driving initiative for creativity for the next week or so as I begin work on the Rosgardian Empire. Here below I have very early progress of what I'm currently doing


Server Blog  Old_ti10

Theres alot of work ahead on this since this modern city tileset uses... alot of modern assets (air conditioners, neon lights, etc) I'm looking to take the tileset and work it backwards so it fits better with a theme. Hopefully if it all works out, i'll have something substantial to show next time.

Content Update 1

I got around to retexturing alot of the city-scape, and did alot of work on adding new buildings to the mix.
Eventually I'd like to replace nearly 90% of the build, but we will see!


Server Blog  Upd110
Server Blog  Upd210

Ive also added one Victorian building for the time being, i may change the textures involved to better fit the environment, but there will be more to come.

Server Blog  Victor10

Got around to adding new types of homesteads, one with a mansford style roofing. The far right will have a whole new set that will replace the tallest buildings.

Server Blog  Fancy10

Close-up of the Neo-Imperial design
Server Blog  Goldy10

Content Update 2

Street cars are in! These are moveable objects, and was unable to procure a decent Creature Model that worked best for me.

Anyways! I got enough of the content up and going that I've decided to begin work on the city. The city will be the Capital of Rossgarde, and the center-piece for the steampunk aspect of this universe. This will likely end up as a late-game area, but that can always change if need be.

Server Blog  Victor13
Server Blog  Victor11
Server Blog  Victor12

Content Update 3

I believe this to be the final version of the city. I've added a couple of Zwerkules Medieval Buildings in for a European Flavor. If anything else comes up I will be posting it here.

Server Blog  City_110
The Main Streetways of the city are filled with the automobiles of the everyman. Everything from personal street cars to Commercial Wagons and Buses make their way across the busy city.
Server Blog  City_210


Some finalization and touchups. Ive been adding and playing around with the actual city-scape and added some Buntings around the city square.
Server Blog  City_211
addition of uphill objects for streets.
Server Blog  City_212
And some  Street Bar,Tavern, Shops with glass mosaics
Server Blog  City_213
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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeTue May 21, 2019 2:11 am

May 21

Okay so some changes are coming in. I've decided that most of the work i've done from the begining although very good, still lacked something that I liked so i decided to change them up abit.

The trains will receive some newer wagons, 2 new ones in fact. Something that feels more appropriate to the world than what I had before.


Based on early carriage train designs these will be a sort of "backwards" version that won't look as modern or victorian than what I had before.

Server Blog  Unname12

Server Blog  Unname11

A reason for why I'm doing it is I want to keep it as close to my image of Steampunk as possible. Meles is represented as a society that still appears more Renaissance in Earth Culture than it would be victorian or any other kind of steampunk universe. something close to a Clockwork steampunk and will heavily reflect this as i move forward.


The next upgrades one will be one of the train's, and a couple new additions like a charcoal wagon, and a water tower (something that I had planned on wanting to add, just never got around to it)

I'd say after this I should be done with custom content and re-focus on the storyline and questlines. I sort of drited away from it, having some fun exploring new avenues for NeverWinter and now that I have done so will be finishing off the rest of the world. Who knows! if i get can get the Ranger and Noble Classes to work again, and the questlines I can switch it over to being public!


Content Update 1

Alright, I didn't get very far on this one, but I managed to get what I wanted out of this which was a water tower and some new-ish looking Train Assets (see pictures above).

I ended up removing one of the engines since it was causing far too much lag for me to be agreeable with it, but I still at least have one that still works!

Since this is over I'm going to be focusing on questlines and work on the Banditry System, this is something I'm excited to work on because I've got all sorts of ideas to share and will be doing that over the course of the week
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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeSat Jun 15, 2019 8:18 pm

June 15

Content Update 1

Okay this will just be a simple verbal update. When something substantial comes along you know ill be sharing it!

I've been at work on the banditary system, it is going very well. When this system goes up it will be an alternative for bards, rogues, rangers, & druids to join. For the moment I am working to add additional A.I behavior for npc's so they react accordingly to situations the Player will do.

The following behaviors will be in play once finished:

Snooping triggers - guards will be more alert to players when they enter places they are not suppose to be.

NPC Alarms - NPC's will be more aware when players engage in criminal based activities (IE: opening guarded chests, doors, windows) and call out the guards.

Jail Time - It is exactly what it sounds like. If players get caught and are sentenced, they are put in jail to do their time. Jail time will result in loss of experience, much like if you died and respawned. depending on the situation, loss of items (and recovery) can occur. Jail breaks will also be a part of system.

Bounty Marks - This system may not go into play only due to how Neverwinters A.I system works it may become obtrusive to Players who choose to be vile, evil or murderous intentionally. If players get caught  doing any sort of uncivil deed will receive a irremovable bounty slip.

These slips are marked to signal Town Guards to harass these players. If players exceed a set of marked slips they are either flagged as "shoot on sight", or arrest on sight". Players with only a few slips will have options to persuade, bluff, or bribe there way out of a situation.

Mercenary NPCs- This is a w.i.p and may not come into play, but would very much would like for it to! The idea here is when a Player chooses to act vile, evil or murderous you risk getting a bounty placed on your character. NPC mercenaries are those who hunt players down for the retrieval of your bounty.

New Optional Dialogues - Im entirely unsure the scope of this since this can go all sorts of directions, but the idea is mostly targeted for those who join Rogue/Assassin Class Guilds. You'll have the option of becoming an Outlaw, hold up commoners, rob stores, and commit heists toward other npcs
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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeSun Jun 16, 2019 8:29 pm

Update

Okay I had abit of a scare just now. For some reason the website was found deactivated for some unknown reason, luckily the web forum technicians helped reactivate the account today.

The next few weeks im going to take a pause on adding new updates on the forum, until i can securely move the content on here off of it and onto other blogs that I post on. I can't afford to lose all my hard work when some random technician thinks the forum is dead when it really isn't.
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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeMon Jul 01, 2019 10:24 pm

July 1st

Okay everything seems to be in working order for the forum, so ill be posting normally again! I'm going to start by doing a content update for the Banditry System.


Content Update 2


In order for me to get the right type of system I want, I had to rethink npc's. I've decided to use a pieces of Carcerians Scheduled A.I system and Tseremand (sorry if i mispelled this) A.I, which allows npc's to have scheduled work hours and ways for them to interact with the Players actions.

Npcs will come and go according to set patterns in their work schedules. This means they have there own scheduled acivities and it is, at times, essential to know.

An example: Merchants, Quest givers, and Guards will maintain daily routes that they will either patrol, travel to, or interact with during specific hours.

The primary purpose of this is to add immersion, or "life" to an otherwise pattern-less A.I. Logically a merchant would be tired of selling during certain hours, or a quest giver could arrive at specific hours to grant players there rewards (EX: by hearsay Players will have heard of George the Hobo who gives a quest, but can only be found in specif places at specific times). Soe npcs will also be more interactive with the environment the player chooses to create.

Example: Player finds a useless item and drops it on the ground, Sammie investigates and picks up the item for themselves or places it in a local chest.

One of the biggest changes is giving the commoners some personality. When attempting to speak to npcs while on their "off-hours" you may find they can be be disgruntled or annoyed by the behavior. often times choosing the right time to speak to a commoner will reflect their perception of you.


An example of a Remani Merchant who utilizes her time wisely. Business for a traveling merchant can be bit slow at times, and gives this person alot of time on her hands collecting or buying items she can sell for later.
Server Blog  Schedu10
Server Blog  Schedu11

Content Update 3

The Criminal System

This is a work in progress, but i'll get to that part when I can! the basic idea here is to introduce a criminal report behavior for players and guards. It's self-explanatory: You break a law and get caught, you get a fine or sent to jail. For now it works as is, which covers zones that are considered off limits to players. If you decide to invade these zones you must be careful when opening doors, or chests, or alerting the guard and give you away! Remember it's not breaking the law if no one see you do it pirat

When opening doors, or chests inside off limit zones, players must pay close attention to nearby Gaurds or risk being alerted.
Server Blog  Caught11
Server Blog  Caught10


If a Guard is alerted the player must choose to either pay, a fine or go to jail. Choosing to pay a fine will result in a higher fine, and a report, the next time the Player is caught.

Server Blog  Caught13

Players who are sent to jail are immediately remedied of having to pay but must pay there due sentence. You can choose to pay your sentence quickly with an xp penalty, or wait until your release.
Server Blog  Caught12


The work in progress of this is to try and improve the system. Perhaps an elevated criminal record will land you in a higher security prison, or include a bounty. When murdering or being downright evil, Players will not have any consequences but that is certain to change. Players who want to be evil shall be punished but only do so in fairness. This may not play out so well for everyone as some players believe in being overpowering or god-like, which my response to this is simply: you wish to play god? Do so at your own risk. The reward for being powerful isnt suppose to be easy! Twisted Evil

Other than that everything is starting to fall into place, and i'm glad to be sharing these updates again! Be sure to keep an eye out for more!
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PostSubject: Re: Server Blog    Server Blog  I_icon_minitimeTue Jul 16, 2019 6:29 am

Okay trying to push out an update this week, but I ran into some problems with my computer where it keeps crashing and it corrupted pieces of the modules and haks so.... I'll have a slight delay until next week.

Not that I normally announce these sort of things, but the update was going to be part of the Banditary System. I planned on wrapping it up by creating new dialogue for the npc's: adding thieves guild quests and a few that walk in certain areas/times of the day as merchants/commoners where Players could hold them up. Generally it was in all working order until i started getting crashes on the computer  Rolling Eyes
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