Re: Project Z
Posted: Tue Oct 26, 2010 3:44 pm
Update:
It sure has been a while, I suppose time flies when you're programming, ey?
This update will be short and sweet, just a couple of announcements and some updates on the game!
- In all honesty, the night before last, I was stuck on a particular module when Indie-resource's very own Jack came to mind, luckily, I solved the problem before attempting to steal his time
So what's new?
Project Z
Official Announcements:
1) New Team Members
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DEV 1.3
To
DEV 2.4
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As many know, this project under-went a huge code revival in earlier development stages. This development phase really took advantage of that as I was able to display many new features with clean, secure and efficient processing.
Implementation List 2:
It sure has been a while, I suppose time flies when you're programming, ey?

This update will be short and sweet, just a couple of announcements and some updates on the game!


So what's new?
Project Z
Official Announcements:
1) New Team Members
2) Innovative-DevelopmentProject Z is pleased to announce that it's recruited 2 more lovely people who are hard-working and dedicated to the tasks at hand, each sharing passion for games and design & development.
One; who's become the vice project manager, is now working on audio for some parts of the game and scenario scripting, while the other is graphically talented in linear art.
Additionally, the game will be fully translated into two other languages by utilising a global language file, the two languages at our disposal at the moment are German and Italian.
3) Inspiration & RecognitionProject Z has taken a turn to the hand-held market, while we've not begun development yet, as i'm still learning the ins&outs of the programming language, it will happen. I'm currently learning Objective-C so that it'll be possible to program for the iPhone, unlike the actual game, this will be classed as a "remote" for the game, giving actions or receiving updates from within the game in a real-time environment. I'm rather excited about this project, and only good came come of it. The Majority of my college time is spent around Objective-C now.
The game:I must point out that I've been helping to test and aid the development of another game in the time I've been away, although it takes up some development time, I am happy to be apart of it. Being within the team, I've learned a lot and I would encourage all to come along and play!
- http://www.medieval-europe.eu
Furthermore, Indie-Resource has been a huge inspiration and help to me as a developer, thank you all
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DEV 1.3
To
DEV 2.4
------
As many know, this project under-went a huge code revival in earlier development stages. This development phase really took advantage of that as I was able to display many new features with clean, secure and efficient processing.
Implementation List 2:
- New Structure: Player_Home_Basic [Actions: Rest, Storage, Upgrade, Rent-Out]
New Structure: Town_Wall [Actions: Patrol, Repair, Reinforce, Upgrade]
New Structure: Town_Wall_Tower [Actions: Man-the-tower, Ring-Bell, Upgrade]
New Structure: Workshop(s) [Actions: Storage, Upgrade, Work, Rent-out]
New Structure: Water_Well [Actions: Gather-Water, Upgrade, Poison]
New Structure: Farm_Hut [Actions: Rest, Storage, Upgrade]
New Roles & Titles: Religious [The Pope, ArchBishop, The_Faithful]
New Roles & Titles: Other [Merchant, Caravan_Guard, Farmer, Artisan]
New Roles & Titles: Military [Guard-Captain, 1st Class Soilder, ... , 9th Class Soilder, Recruit]
New system: Pets_&_Animals [Donkey, Horse, Cow]
New System: World_Map
New System: Town_Map
New System: Age [Players Age 1 year every 6months. Player starts at Age 18 or 21]
New System: Unique_Item_Creation_Naming [Unique Items are named by the creator. Unique Items can then be produced normally via a "blue-print"]
New System: Language [Italian, German, Revised_English]
New Mechanics: Breeding [Cows, Goats, Horses, Donkeys, Dogs]
New Mechanics: Farming [Wheat, Cabbage, Tomatoes]
New Mechanics: Cooking [Stew] - [Requires level 2 House | Cabbage + Meat + Water]
New Mechanics: Smithing [Short_Sword]
New Mechanics: Travel [Dynamic travelling which takes weight of inventory into account as well as player attributes]
New Mechanics: Unique_Creation [Cooking, Smithing] - [Player must be skilled, unique creation is very hard, but profitable if sucessful]
New Mechanics: Evil_Intent [Thievery, Duels, Murder]
New Mechanics: Good_Intent [Donate, Volunteer]
New Mechanics: Battles [War, Duels, Arena]
New Mechanics: Contracts [A binding agreement between individuals or groups]
New Mechanics: War [Seige, Raid, Crush]
New Mechanics: Monetary Markets [Exchange Currency for another, values dependent on amount in circulation]
Mechanics Change: [Hunger or Thirst = 0, reduces health, when health = 0, player dies]
Structure Upgrade Limit: [->5]
New Graphics: Unique Item Graphics
New Graphics: Structure Graphics in Town_Map
New Graphics: World_Map
New Locations: Europe [France[2 towns], Scotland[2 Towns], Germany[2 Towns], Italy[2 Towns]
New Currency: European Currencies added
New Items: Just under 100 new Items added, only 10 implemented from that 100 so far.
Webside_Structure: Website Building has begun
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Comments
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There is actually a couple more implementations that i never included above, because they're too small to mention really.
It doesn't seem like much looking at it above, however it's taken me months of pain, coffee and hot-chocolates and a lot of dedication from both me, and my team!
I'm hoping to put up some images soon of some of the new features, there is very little graphic to the game as of yet, because we're just making moduels and mechanics before putting them all together.
I'm not sure what-else to say, I may need some testers in time to come, so naturally I'll ask this community first - if you're interested, just PM me, and when that time does come, i'll PM you back
Also, if you have any ideas that you'd like me to consider, that would be awesome- As a matter of fact, some things people have suggested, have become a big part of my systems thus far.
Thanks guys, once again!
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End Note
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It really has been an eventful couple of months, it seems like no time has passed at all, but really, i've acomplished a lot, with thanks to you lot
- I'll be turning this into a fully-fledged "game-Template" upon completion, i'll take out my own images and scenario scripting, and put in an easy-to-use admin panel that has just about everything you need to customise the game to make it your own. It'll have it's limitations though
Thanks Guys,
Corinthius ~