From the Developers
Welcome to the first edition of the WTG Newsletter!
We are constantly amazed at the support our website
has seen since launch on January 12th of this year. To date,
we've seen 3076 page views and 1851 unique visits, from
Brazil to Canada, Europe to Asia.
We want to send a big
thanks to the indy gaming community for the support we've seen, and of
course to our growing fan base. We're excited to open the WTG forums to you, and we
look forward to your feedback.
-The WTG Team
Milestone 3: "Building the World" completed on 04.02.2007
MILESTONE PLANNING SUMMARY
-= PRINCIPLE CONCEPTS of M3 =-
1. Unification
2. Content Expansion
3. Rule System
-= TECHNICAL =-
From a technical end, we're looking at the last of the known, difficult things that we need to implement. We're at a good point at this
stage with the core components now being put in place: a characterselect zone, a registration feature, a login feature and a lot of code
from M1 for the character builder that will need ported over.
-= CHARACTER SELECTION =-
The best option for character select right now is to put a character into a special zone where they can build their character or
select characters in their list.
Owing to a lack in instancing technology, the consequence of doing this is that other people will
be able to see what you are doing as you build your character. The upside is that you'll be able to ask others in this space questions
or even chat with other folks in the game itself. In a way, it is like a virtual salon. The alternative option, which was forged from
much hard effort late last year, is to create a custom set of GUIs and backgrounds.
In an effort to best maximize time
that we have available, it just seems more sensible to make the character creation process occur in a zone, where animations and
environmental effects can be seen or heard. Imagine: a character select that is happening in a zone this is alive in some way and to be
able to ask other people how to build your character -- these are things that noob players will find helpful, we believe.
Then for the character creation page, it'll simply be a lot of command-to-client, command-to-server interactions. Simple. With this method
we can even put particle effects and use animation sequences.
-= GAME FEATURES=-
There are only a handful of game features that need completed. Finishing up: bank vaults, merchants, trading items and currency conversion.
-= NEW INTERIOR MODELS =-
At present, we have a great cache of models that we need to use before making any new ones --unless-- as was the case in East Logansport,
there is special need for a particular kind of building that we simply do not yet have. What we need more than models right now are custom
textures and to fix the errors on the models that we do have. Requires use of Quark, Photoshop, and 3DsMax.
-= AUDIO ASSETS =-
We have 18 zones minimally (which may grow a bit depending on time available) which require audio and music. Right now we have close to
6 gig of audio files that need converted and put into the game for SFX and music. Requires use of Audacity and ACID.
-= CONTENT ENGINEERING =-
We recently developed the Karish language, which is the Strider language. These small things like making up languages and other cultural
elements add to the overall depth of the world. We're building a world of the future, which means that while a lot of the
content has basis in reality, we have engineered and crafted entire new cultures and peoples.
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