Shards Online new kickstarter
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Definitely agree with that, they are basing their gameplay off of UO which was all about living in a world. Latest community newsletter just got released btw http://us8.campaign-archive2.com/?u=e8c ... 87325cd0b4
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BIG GIFT from CS Studios this month; community roundtable http://www.twitch.tv/shardsonline/b/657573751 AND decent chunk size footage from the Celador play test http://www.twitch.tv/shardsonline/b/657593394
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Got to keep expectations low to avoid dissapointment… (but it looks so great an effort and the closest to NWN I 've seen, it's hard not to hope)
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Looks good.
But smells like Ultima Online.
And that's not a nice smell. -
Whats wrong with UO? It was the original sandbox MUD MMORPG which even influenced the developers of Neverwinter Nights and like NwN has a plethora of player run servers that are as old as ours if not older. Its a shame the industry took the Everquest formula instead of Ultima's, we would have a lot better things than WoW if they did.
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http://us8.campaign-archive1.com/?u=e8c ... dccdba6612 June newsletter with some important announcements including those who have pledged at alpha level will get early acess to pre alpha 3 which includes 24/7 online servers including player modded ones though custom maps won't be coming in until next year. Also some screenies of the catacombs which show off a much darker side to Shards
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Starting to look nice. Would be interested in looking at that ruleset.
Not a full pathfinder ruleset but a developer dropped this on the forums yesterday for those who wanted to make their combat system d20 based.
diceRoll = math.random(1,20)
if (diceRoll > toHitReq) then
doHit()
else
doMiss()
enddiceRoll = math.random(1,20) // Random number from 1- 20
if (diceRoll > toHitReq) then // comparison of result of random number to required amount ot hit. items in the ()'s evalutate to true or false
doHit() //execute actions on successful hit
else //actions to be taken when the if statement evaluates to false
doMiss() //execute actions taken for miss
end //marks the end of all actions pertaining to the if statement -
I would guess not all the scripting would be that ridiculously easy, but it is unity based so I guess it could be.
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They are using LUA for their scripting language and according to other folks in the Shards community who have experience with NwN if you know Java or NWNscript than LUA is a piece of cake.
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http://www.twitch.tv/shardsonline/v/17868367 Latest community roundtable showing off the new Pre Alpha 3 client, lots of great improvements. Pre Alpha 3 is set to launch at the end of this month and than Alpha 1 shortly after that.
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https://www.youtube.com/watch?v=X99PCKMF6oo#t=2137
Recent Q&A interview with the lead developer, lots of good stuff coming down the road. Custom Maps are scheduled for the summer so modders who want to do world building will have their chance than. -
So someone from another NwN server has expressed interest in writing a D&D based ruleset modelled off of 3.5 rules or maybe 5E for Shards Online. I don't know if anyone here is a pre alpha admin but if you have and this is something your interested in colloborating on…
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Interesting…You played this yet, DonD?
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Been in the pre alpha since last year, I just found out apperentally that someone is already working on a D&D ruleset who is in the pre alpha admin group so I am going to try to connect the person from Arelith with them.
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Right now I am unsure how to approach the queue coding wise in the current combat setup. I don't even know if NWN queues up things specifically. I know a round is six seconds, and you attack a certain amount of times depending upon feats and stats in that particular round, and I don't think the two partie4s take turns so i think initiative isnt really used. Honestly I could use a better understanding of how NWN handles combat but not a lot of info.
For those of you who have a strong understanding of NwN mechanics I'd ask if you could write up a concise and clear summary of how combat works in NWN for my coder friend, it will go a long way.
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Initiative is used, to see how makes the first attack when you reach the person your attacking, if your both attacking. It's super minor though really.
You get a number of attacks per round, each round is 6 seconds long.
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Thanks Zool, appreciate it. By the way pre alpha admins are allowed to give one person access to the server tools as it stands, I may have an extra Shards key if by any chance I do would you be interested in helping my coder friend build this ruleset?
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I'd definately be very interested. I can't entirely guaranteed the amount of time I can put into it though.
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https://www.twitch.tv/shardsonline/v/58047709
Extensive playtest footage of the Catacombs map that will come with alpha release. Level 2 and Level 3 have yet to be completed. -
http://steamcommunity.com/sharedfiles/f ... =694714097
Shards Online has officially launched its campaign to get onto Steam, if you have an account please vote if you don't consider making one. If you dislike Steam that's okay too the game will be playable without it.