Ir al contenido

Foto

Engines of Ascension


  • Por favor identifícate para responder
28 respuestas en este tema

#1
Psionic-Entity

Psionic-Entity
  • Members
  • 195 mensajes

SVz2QEZ.png

 

After almost a year and a half in development we'll be launching Engines of Ascensions on the morning of Saturday, July 11th. Launch events will take place over the whole weekend and there's a great ingame prologue and tutorial for new players to hit the ground running. You can join in by connecting to engines.ddns.net, and if you want a quick way to download the required files they'll be available at engines.freeforums.net.

 

dFURsvM.png

The Setting

The server is set in the industrial era, pulling in themes from across steampunk, noir, and fantasy settings. You can expect to see elves, dwarves, undead, giant insects, dragons, and all the usual suspects, but in this world there are no sorcerers. People travel by airship and train, fight with guns, swords, grenades, and any clockwork or steam powered contraption that can be envisioned as a weapon. The central force behind the development of the gameworld is the thrill of discovery. Not just investigating crime and politics, but pulling back the veil on the nature of the world itself: secret places, hidden treasure, rare and powerful monsters, artifacts older than civilization itself, and machines from a time beyond mortal comprehension. We begin in the metropolitan city of Calidor, but the pursuit of the unknown will drive players away from the walled districts and painstakingly mapped streets to explore what lies beyond: the deep underground, foreign cities, ancient ruins, and beyond that, the entire unmapped world. During the entirety of the launch weekend we'll be running opening plotlines and events to introduce the players to the city of Calidor and the world at large.

mrD3dF6.png

Server Design

The server was designed with the guiding philosophy of quality, replayable content. It's impossible to release dungeons often enough to keep fresh areas for dedicated players, so instead of churning them out we've focused on making each dungeon unique and interesting. Player race enemies draw from the entire collection of abilities and items, meaning you can see them using all of the special abilities you yourself might have access to. Monsters are never just a set of statistics, there will always be one or more special abilities that provide unique challenges to parties. Dungeon design is tailored to making areas that can be played multiple times with any party size, with encounter difficulty scaling based on party size and level. Topping it all off is the tiered boss system: beat a boss once and next time it will be more challenging, either through simple increases in stats or with the addition of new abilities and tactics. Each time you beat a boss you get access to a new level of boss loot, so there's real rewards in perfecting your tactics and taking on the toughest challenge. Finally, we adopted a minimalist set of death penalties to encourage exploration. When your party dies in a dungeon you lose a bit of gold and any loot you picked up since leaving a safe area, no lasting injuries or level loss.

vaD3cFa.png

The Engines System

Engines of Ascension uses a completely custom game engine. Instead of levels, classes and feats characters have skills, such as dual wielding, heavy armor, and stealth, which are progressed by performing actions related to them. Specialization comes from selecting abilities, which do everything from increasing the viability of passive skill checks to unlocking custom combat moves and new crafting options. Combat is still primarily d20, but health and damage are much higher than in dnd, and a third armor roll is made as part of a standard attack action, allowing heavily armored targets to be struck easily but damaged with difficulty. The complete lack of spellcasting in the setting necessitates the need for technological alternatives. Characters can specialize in things like first aid, grenade throwing, and using heavy equipment like rifles, tesla weapons, and flamethrowers. The engines system is explained in game through a set of tutorials during the prologue, and a full manual of abilities can be accessed through the character sheet.

The Beta

We've decided to describe this launch as a beta because it's still the case that we might need a character wipe before a full launch. Everything in beta is canon and earned experience will be credited through a bonus pool to post-wipe characters, but the official beta terminology will persist until we're sure that we'll be keeping the current server vault indefinitely. We're still looking for additional developers and DMs, so if you'd like to help please send me or any other staff member a message with what you'd like to do.
 


  • A rjshae y a kamal_ les gusta esto

#2
kamal_

kamal_
  • Members
  • 5.235 mensajes

That is a lot of custom stuff.



#3
andysks

andysks
  • Members
  • 1.642 mensajes

If this won't bring back players to PW I don't know what will :)



#4
PJ156

PJ156
  • Members
  • 2.979 mensajes

This all sounds very exciting. I'm no PW player myself but I very much appreciate your craft.

 

What is the tile set in the first picture?

 

PJ



#5
Psionic-Entity

Psionic-Entity
  • Members
  • 195 mensajes

I believe it's called Tupon's Sewer tileset. It's extremely well done, though a few tiles have problems with lights.



#6
Loki_999

Loki_999
  • Members
  • 430 mensajes

Wow! I'm gobsmacked at what you have done with the game engine.

 

Well done!



#7
kamal_

kamal_
  • Members
  • 5.235 mensajes

I believe it's called Tupon's Sewer tileset. It's extremely well done, though a few tiles have problems with lights.

Yes, it is Tupoun's Sewer.



#8
Psionic-Entity

Psionic-Entity
  • Members
  • 195 mensajes

Looks like it's time for a...

 

Development Update 7/12/2014

 

So It's been around a month since I announced this project and (contrary to my expectations) it's actually going about as fast as I'd hoped. I've added a few screenshots to the albums but I'll also make a quick note of the progress below.

 

Campaign: The main body of the prologue is done. It's pretty long for a prologue, but it's playable all the way through to the start of act 1, with all of the important bits finished. There's still some work to be done before it can be released, but that seems a lot less daunting when everything's on the table. Loot and monsters need some sprucing up, a couple exteriors need to be made pretty, and my awful dialogue needs to be fixed. That brings me to point two.

 

New Writer: I'd like to welcome YMD on to the Engines staff. This guy's DMing back on legacy was some legit business and I'm happy to work with him again. For now he's helping write descriptions and conversations that are actually worth reading. At some point we'll update the first post with a cool setting intro that conveys some of the theme we're going for in the campaign.

 

New Item System: In order to bring a fully fleshed out item system to the new setting I've opted to completely overhaul the nwn2 items system. Most of this involves cannibalizing old item properties with new 2das and names, so that they can be created via script. To go one step further I'm working on having "placeholder items" with extended (read: more lines in the 2da) properties that can be copy-pasted as a workaround for the lack of a general item property generation script. You can see some of this stuff in the screenshots with potions.

 

New Spawn System: I got tired of using spawn systems from the vault so I made my own. Pretty similar to NESS but without any heartbeats. Its key feature is tracking the capabilities of PCs in the area and tuning difficulty to match. On top of that it now randomly generates bad guys of playable races, selecting complimentary equipment loadouts and adjusting difficulties to match whatever settings get thrown in. I've decided to go with an Elder Scrolls looting system where you can loot anything you see, but as a counterbalance carrying capacities are much more strict than in NWN2 and accessory items such as boots and gloves now have real weight.

 

Death System: This one's still in the works but death penalties are now based on area. Easy areas, such as those in the prologue, let you start fresh from what could pass as save points in other games. Party-instanced boss areas wait for full party death and either heal everyone if you succeed or kick the entire party from the instance if you fail. For open world dungeons the plan is to dock the player any XP, gold, and loot they earned in the dungeon if they can't get out alive. Hopefully that doesn't end up being a scripting black hole. The first step will be finding an efficient way to delay awarding skill progress while enemies are alive, which should strike a good balance between NWN2's kill for XP and the custom system.



#9
Psionic-Entity

Psionic-Entity
  • Members
  • 195 mensajes

Hi everyone. It's a little behind schedule (okay, a month) but we're finally ready to go public with the server. You can log in tomorrow at engines.ddns.net starting at 1PM EST and play the campaign prologue. It's about 2-4 hours and supports solo play or small parties. I'd encourage people to predownload the files from the link on our forums because dropbox is a lot faster than FTP.

 

If you're a builder we're still looking for a few more people and we've got projects in just about every area of nwn2 development.



#10
Thorsson64

Thorsson64
  • Members
  • 297 mensajes

Ok I tried this yesterday. An interesting PW, but I couldn't find any way off the first beach and gave up after an hour.



#11
Psionic-Entity

Psionic-Entity
  • Members
  • 195 mensajes

Oh man, I haven't heard that one yet. Would some kind of map pointers or placeables help? You just have to go all the way to the right and there's a set of stairs up the wall.



#12
Thorsson64

Thorsson64
  • Members
  • 297 mensajes

Did that, and went to either end, but didn't find any door or anything.



#13
Psionic-Entity

Psionic-Entity
  • Members
  • 195 mensajes

I'm not really sure where you got stuck so I made an image. If there's anything you can think of that would help other players not run in to that please let me know.



#14
Thorsson64

Thorsson64
  • Members
  • 297 mensajes

I went to the place where your red line shows but wasn't able to see a way out of the water in the middle; the problem I think is that I wasn't prepared to just keep on swimming and hope, once it looked like I didn't have time to get back before taking damage I turned around and swam back. I think this is a realistic attitude. I guess if you're treating death as no problem then you would carry on swimming.



#15
Psionic-Entity

Psionic-Entity
  • Members
  • 195 mensajes

Thanks for the feedback, it's really hard to see stuff like that as a developer since you know the route from building. I'll look at some ways to make it clear that you're on the right track if you go that way, maybe flip around some stairs or put lights/interactables on the structure you're supposed to climb.



#16
Thorsson64

Thorsson64
  • Members
  • 297 mensajes

OK now I've been back I see what the problem is - pathing. You click on the obvious path to the end and you get the "not available" icon. You have to go a roundabout way, and going that way you can't see the staircase until you press on further. Maybe you could allow the natural path, or maybe make the stairs stand out a little.



#17
kevL

kevL
  • Members
  • 4.052 mensajes

( a big bright glowing supernatural orb always works for me )



#18
Thorsson64

Thorsson64
  • Members
  • 297 mensajes

OK I got in, met the lady and killed the first two bandits. The third is just too tough.

 

Even worse stuff doesn't seem to be permanent. I couldn't carry everything, including the lady's stuff, so I put some down and when I come back it's all gone. Plus I had a crash when moving something in the inventory. I never crash normally so I'm thinking it's down to something in the PW.



#19
Psionic-Entity

Psionic-Entity
  • Members
  • 195 mensajes

I actually got a message about that one the other day. It's related to the area cleanup script firing if you die in an area after having put items down, and the fact that you're able to put them down. It's possible to continue on without successfully completing that quest but I do need to add some way of preventing them from disappearing.

 

No idea about the crash. I've had a couple dozen people run through it and no reports, and I don't know if I'll ever be able to reproduce it on my computer.



#20
Thorsson64

Thorsson64
  • Members
  • 297 mensajes

I would make all items permanent until a reboot. I'd also like to see opened doors stay open! It helps telling where you've been.



#21
Psionic-Entity

Psionic-Entity
  • Members
  • 195 mensajes

Yep. Removed the item clearing code, upped the door close timer, tweaked the harder bandits a bit, and threw some lights in to the first area. Thanks again for the feedback.

 

PS. If you feel like finishing up some time I nixed the global variables that would have prevented you from getting back the items you dropped.



#22
PochocloSA

PochocloSA
  • Members
  • 1 mensajes

Hey PE, this is Pochoclo from Legacy. Looks like a cool setting, I'd be up for DMing and building/scripting if you need it. Mostly scripting, I'm not good at making maps but I like coding quests and stuff. Also DMing lovecraftian stuff which looks like it'd fit right into this setting. Let me know how to get in touch if you want.



#23
Psionic-Entity

Psionic-Entity
  • Members
  • 195 mensajes

Bumping this since we've announced a launch date and edited the first post with details.



#24
kamal_

kamal_
  • Members
  • 5.235 mensajes

I was going to mention the airship balloon but you seem to already be using it.



#25
rjshae

rjshae
  • Members
  • 4.477 mensajes

Speaking of airship balloon, might I suggest that the texture seems to be upside down? If the balloon is bulging outward and the lighting is coming from above, then I'd expect the top part of the bulges to be better illuminated, while the bottom parts are more shadowed. Right now it is the reverse of that, making it look like a series of indentations. Was that deliberate?