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Topics - Lastmerlin

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Sound & Music / List of sounds we would like to get
« on: May 12, 2010, 11:28:51 PM »
This is a *would like to have* list of sounds we compiled a few weeks ago. Perhaps this is useful to determine what work to do next and what might be useful.

Weapon sounds (these are triggered when attacking with a weapon)
- sword
- hammer
- bow (ok)
- staff

item drop sounds
- wooden weapon (ok)
- metal weapon (ok)
- metal armory (ok)
- leather armory (ok)
- cloth armory (ok)
- ring / amulet
- potion (ok)
- gold

Ability sounds (triggered on abilities that are _not_ simple attack with a weapon
- one sound for *small* ice, fire, air attack
- one sound for *big* ice, fire, air attack
- explosions
- healing
- booster skills
- ...

Creature Sounds: on get hit, die, attack
- human (male / femal)
- Goblin
- dog
- bird
- skeleton
- zombie
- Lich
- slug

Object sounds:

- door
- treasure chest (open)
- waypoint (aktivate)

This is definitely not a complete list, but quite a bunch already. For sounds that occur very often, alternative sounds are required as well.

The lines marked with (ok) are those where we have one file (yeha).

The most urgent task in translations area is checking the current German to English translations. We already  have translated the whole game. However, being german native speakers, the english translation can not be expected to be excellent. Central issues are getting the right athmosphere in dialogs, translating little jokes, irony and sarcasm and all the small subleties of language. These things are very hard for non-native speakers.

Getting a really good english translation is very important, because this is the basis for all other translations. As soon as we are confident with the english text, it will become the *original text* and german will be just one translation.

So if you are very good at english (preferably native speaker) and good at german want to help the project, please inform us via forum or irc. In fact, this is a great way to contribute to Summoning wars without programming skills being required.

Programming / World decomposition outline
« on: May 10, 2010, 09:37:28 PM »
The game World consists of several, strongly separated parts called Regions. Only objects which are in one region can interact with each other. The only objects that may move from one region to another are the players. The regions and their properties are defined in the world XML files placed in data/world/ .
Documentation for all XML formats will be created soon.

Regions are created on demand (whenever the first player enters the region) by a component named mapgenerator. The Regions are created by placing Objectsgroups. The map generator first places some objectgroups from a fixed set on a grid to create the border. After that additional groups specified in World XML are created. An important special case is, that the whole region consists of one object group. For example the cities are made this way.

An objectgroup is a set of objects with defined rotation, height and position relative to the center of the objectgroup. In Addition, they may define some named locations and areas that are used for scripting later. objectgroups are defined in data/object_group directory.
Often objectgroups contain abstract object names, which are denoted by a dollar sign $ as first character. These abstract objects are replaced by a randomly chosen element of a set of concrete objects on creation of the objectsgroup. That allows easy random variation. The mapping of abstract to concrete objects is made in data/obj_templates XML. An example: A $tree object is replaced by tree1, tree2 or tree3 at random.

The mapgenerator also defines an environment for the region. The environment influences, which concrete objects may replace an abstract object. For instance in hills $tree can be replaced by tree3 only, as tree3 is a cornifer which usually grow on hills. At the moment, only pure environment regions are used, but there is an engine to create mixed environment regions.

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