Ilkor: New Logo for the Wiki
We've got a new logo for our gazetteer.ilkor.com wiki website. Our artist Simon produced it the other day and we now have to upload it to the website.
If you haven't visited the wiki in a while then now might be a good time to do so. It now contains a fair amount of content but is some way from being complete. I guess it will never be complete as it needs to grow and expand with the game.
By the way from a dev perspective things are really starting to hot up now and we're getting back into the Map development in a big way, hopefully we'll have something nice to show in a couple of months time.
Beta Launch date pushed back
We're sad to inform you that we have had to delay the beta launch. Hopefully you won't be too disappointed and that you understand that most indie games are done in spare time and therefore delays are inevitable.
This itself is by no means justification, and while we had every intention of making the original deadline of the 2nd June, it has been obvious for a little while now that we are not going to be ready. The team had a meeting with regards to where we are with the game and have decided that we are not willing to compromise the quality nor integrity of the gaming experience just to meet a particular deadline.
As Scott (one of the GMs) said, "you never get a second chance to make a good first impression. Heck, look how long it took Blizzard to just release Diablo 3!".
The design and development is simply very time-consuming and we have slipped up on a number of fronts which I won't go into detail right now. I think over the coming weeks we'll try to communicate our development roadmap a little clearer and give you guys some feedback on how we are tracking.
The newly revised launch date is now 9th Feb 2013!! Seems like a long way off, but we feel this is now much more achievable. We might even be early
Our forecast shows that we should be ready towards the latter part of this year (4 to 5 months time), but felt the launch immediately before or after Christmas would have less of an impact.
...And now some good news
If you want a sneak preview of the Character Creation (the official signup process) you can do so by going to: http://alpha.ilkor.com
Although the Character Creation process is now developed, there are a few known aspects that are still not complete:
- Character Portraits (hand drawn illustrations by Simon that appear in the centre of the dail)
- Character Avatars (again, we are waiting on Simon. Currently we only have 'some' of the facial parts for male and female humans & male dwarves)
- Content / Copy for items like Settlements & Feats.
Please go and check it out and give it a good test, supplying us with plenty of feedback. Undoubtedly there are small snags and fine tuning to be addressed. Performance might be a little slow as we are hosting alpha on a 'development' server.
You are welcome to go through the 'Character Creation' process as many times as you want. You character won't be saved, remember this is just for testing purposes only.
And Finally...A Knowledge Quest
In the coming days we'll also be announcing the first 'Knowledge Quest' that you will be invited to take part in. You'll learn more about this in a separate announcement to this.
Ilkor: Latest Development News
Well its been a while since our last post. It's really tough holding down a job and family with kids while trying to develop a game on the side
The last couple of months hasn't been easy, personally I've been a little low on energy and not having much time to getting down to any real Ilkor development.
However I'm now back in the thick of things again and I feel we are making traction again.
Chris on the other hand has been working furiously on the character creation process and it is now basically finished, bar the saving of the actual character and artwork from Simon. The artwork doesn't prevent the game from functioning, but cosmetically it would be awesome to have all the portraits and avatar facial parts that would complete a wonderful player experience. However, understandably the artwork is a very time consuming task and if it means we have a wait a little longer than so be it, it will certainly be worth it.
Having said that, we might well release an alpha version of the character creation page in the next week or two. As soon as we do, you'll be hear about it here.
Next we'll be tackling the mapping engine and character homepage.
The core of the mapping engine has already been designed and developed. It was however put on hold late last year to focus on the character creation process amongst other higher priority tasks. We are really hoping you'll like the approach we've taken with the maps. You've most likely seen the amazing (illustrated) maps that Jon Roberts created for us which we'll be using to drill into. The mapping engine will use tilesets created by Jon to hopefully recreate these illustrated maps in a 2D tiled structure, zooming in to a much more detailed scale. Each tileset will roughly represent 1km or 2km. That is the type of scale we feel will work nicely.
The character homepage is really the area of the site that you'll arrive at each time you log-in. Here you'll be presented with a summary of your character (character sheet) along with summaries of the state of play, turn & phase numbers, deadline date, weather, season, etc.
As for our growing team of GMs. They have been working hard at populating the Gazetteer of Arcadia which is the game's wiki. Although the game isn't live yet, the wiki is up and running and growing in size almost daily.
Will thats it for the moment.
Ilkor: A Website update, the Gazetteer, Maps & Character Creation
We've had a very busy week. There is much to report. So here goes:
Website Update: ilkor.com has just had an update. Please go and check it out. There have been numerous bug fixes, enhancements and new content. The most visually and obvious enhancement must be the browser requirement indicator that appears in the bottom right of the page. It will detect whether your browser is going to be able to run the game successfully. Ilkor requires browsers that support HTML5. Most of the new browsers that have been out in the past 6 months or so should be fine. To check, go to ilkor.com and look at the indicator.
If the globe is green then your browser will have no trouble running the game. An orange globe indicates that you may have some trouble and it is advisable to update your browser to the latest version. A red globe will require that you upgrade your browser before you'll be able to play. You will still be able to signup however.
The Gazetteer of Arcadia: For those of you who don't know. The Gazetteer is a wiki that we're in the process of populating with the rich world setting information and background. GM Senyors and Lord Vega are both busy at work here. Please spend some time here, it'll help you get a better understanding of the game's setting and prepare you for when the game starts. If you have any questions or feedback, please feel free to contact us.
We've recently added some of the game maps and very soon we'll be including a number of new hand-drawn portraits of races and classes, supplied by Simon Lee Tranter.
Maps: Jon Roberts is very close now to completing our various versions of the world and regional maps. They have been some time in the making for a number of reasons, but the wait is proving to be well worth it. I've already shared some of these maps with you via Twitter, Facebook, this blog and the Gazetteer wiki. The big one we are now waiting for is of course the detailed map of Caledon. So watch this space, it will be appearing here soon.
Character Creation: This is really the most exciting area of development. This is because, beside the GameMaster sections of the website, this is the first real functional areas that we are starting to see and it really is looking amazing!! Unfortunately we can't share this with you yet, not even screenshots, but soon we will do just that followed by an alpha version of the website where you'll be able to experience the character creation process for yourself and supply us with feedback. This will be our first real playtest request. Please consider joining in!
Thats it for the moment. Hopefully I'll have more news in the coming week.
Ilkor: Brief Update
We've alot happening right now on all fronts. I'll get straight on with it.
Game Engine: Work started on this about a month ago. Obviously we still have a long way to go, but we already have a bare bones service that processes the turn, advances the turn and phase number, seasons and years. Over the next few weeks we will be integrating into this cycle the introduction of players. The engine persists its data straight to MongoDB.
Registration Process: Development here has slowed down a little due to our move from using SQL to Mongo for our database requirements. So there is little to report, but we'll be re-starting this in a few days time.
New Content: With the website now 95% optimized we are really focusing on pushing new content to the live website on a regular basis. Our aim is to have something new on the website every two weeks. New content will be mostly added to the 'Features' section of the homepage for a little while. This is being achieved by serving up the content in our specially skinned 'scroll popups'!! Go to ilkor.com and see for yourself, we are revealing more and more about the game features and details.
Map: Jon, our fab cartographer is still working hard on completing our world and regional maps. We hope to get the final finished maps very soon now, hopefully before the end of October. You can then expect to see a number of sneak previews of the finished maps!
Avatars: Simon, our amazing Artist will be delivering the first batch of avatar 'facial parts' (head, shoulders, eyes, nose, hair, mouth). He has dealt with a male human for starters. We need this so we can then test our our avatar generating code. If it all works out as planned Simon will then have a few amount of work to do over the next few months coming up with the facial parts for all the other 7 possibilities. Personally I'm really excited about this and will certainly be blogging about the Avatars in far more detail soon.
Database Migration: As mentioned last time, we are busy migrated across from MS-SQL to MongDB. The process is good and we hope to have everything in place by the end of October...hopefully!
And thats about it for now..
Ilkor: Banners
Sorry guys but I haven't much time to give a huge update this week. Dev is going well and I promise to give some feedback on this real soon.
Recently Simon Lee Tranter has helped us produce a few animated GIF and Flash banners that will be used to advertise and promote Ilkor. The drive here is to spread the word and interest while the game continues through it's development stages.
While we are not aggressively promoting Ilkor yet, we are trying to attract interest and there are a number of forums that have shown interest in allowing us to put up banners. Closer to Beta launch we'll spend much more time and effort on coming up with a real cool marketing campaign.
Character Avatars
I thought an article around our idea of Character Avatars would be quite interesting. It does give away some of our design secrets, but what the heck, I don't believe what we are planning on doing is totally unique, but our approach and implementation might be a little special
.
Avatars appear to be everywhere on the web nowadays, especially on forums, social media websites and of course games.
In Ilkor, each Player Character will be represented by an avatar. An avatar will be a portrait drawing, basically a 'head and shoulders' drawing that will be used to represent your character. The avatar will be used throughout the game in a number of ways, during encounters, on forums (once we've sorted out the integration), ranking lists, etc.
Each avatar will be drawn by Simon Le Tranter and for the better part will be unique (read on further to see what I mean). Ilkor will be capable of hosting 10's of thousands of players (hopefully more!!) so for Simon to produce individual avatars is not realistic. Instead, each portrait will be made up of a number of facial features. For the sake of this article lets settle of just 5:
- Head & Shoulders
- Mouth
- Nose
- Eyes
- Hair
Each facial feature will be drawn separately on a transparent background, called a layer. Each layer gets placed on top of one another in a pre-subscribed order; head and shoulders, mouth, nose, eyes and then finally the hair. Once this has taken place, the finished portrait is produced. It will look something like this:
The example above has been drawn by Simon and gives you a real idea of the type of style and high quality you can expect when playing Ilkor.
Your avatar will get automatically assigned to you when you join the game. At that point the avatar portrait will get randomly created using three important pieces of information:
- Your Email Address
- Character Race (human, elf, dwarf, halfling)
- Character Gender
We are using a very similar process and implementation that has been used at Monster ID. If you have time, go and check out their website. They go into some technical detail on how they produce unique monsters:
MonsterID is a method to generate a unique monster image based upon a certain identifier (IP address, email address, whatever). It can be used to automatically provide personal avatar images in blog comments or other community services.
Ilkor only has 4 playable races. Taking gender into consideration, there are just 8 possible combinations or groups.
Simon will drawn a number of facial features per group. Lets take the Male Human group as an example. If Simon comes up with 5 different sets of each facial feature we'd have a total combination of 3,125 unique male human avatars (5 x 5 x 5 x 5 x 5 = 3,125). If we had 10 sets, we'd have 100,000 unique avatars. If we produced this for all 8 gender / race combos we'd have 800,000 unique avatars. Hopefully you can see the basic maths behind this.
From a max of 400 unique facial features, Simon would be able to give us almost 1 million avatars.
Remember a player will begin the game with an avatar that has been created uniquely from the player's email address. The player will not have the option at the beginning to change his avatar, but later on in the game he will be able to alter it's appearance. The player will never be able to upload his own avatar, it will always be created from Simon's artwork. This is important to us, as we want to ensure Ilkor remains at a high standard.
Well that's about all I've got to share with you this time around. Before I go, here is one more avatar example. Enjoy, and hope you are looking forward to what is coming your way from Ilkor: Dark Rising.
Homepage Design & Avatars
I've just got time for a quick post before I get stuck into finishing off coding the registration section. We're about 5 weeks away from launching the ilkor.com splashpage. Scarily stuff as we've still so much to do! However the dev team really is putting in alot of effort and we're producing some top quality work, on all fronts, design, development and artwork.
Up until now I haven't really spoken too much about the homepage and specifically around the great artwork coming from Simon Lee Tranter. Simon has been extremely help in coming up with much of our website design, logos, artwork, site navigation and layout.
We started designing the homepage about a month ago. We had some ideas of what we wanted and gave this to Simon. He's come up with a number of concepts and have eventually settled on a specific style that we all feel works the best for how we such to present Ilkor. Simon has just concluded a number of concept iterations of the main illustration that will appear on the homepage. I have actually been giving him such a hard time over this and he just keeps on delivering quality revisions. Today we finally settled on a concept and now Simon is getting to work on drawing the finished piece. We've decided that he is to draw a much larger illustration than we intend on placing on the homepage. Instead we've already identified a portion of this drawing that we wish to zoom in on, crop and present. We have plans for the full-size illustrations further down the line.
Since we are only 5 weeks away from launch I'd rather not give too much away other than to explain the theme of the game has been depicted in the illustration. It is centred around Ilkor, the Goddess of Darkness rather than to 'show off' the rich feature set the game will be offering.
Besides this amazing illustration the homepage will allow eager players to sign-up now ahead of the beta playtest. We'll place them onto the waiting list and keep them up to date with game news and progress. The homepage will allow players to also learn the usual basic boring stuff like Terms of Service, Privacy Policy, About Us, Contact Us and of course info about the various parties that is helping to make this project possible (HeroQuest, Simon, Jon and of course us!).
Further than this we're going to be giving a whole host of information on the cool game features. We'll talk a little about the different races, the classes, the level system, fame points, leveling up, the turn system, etc. We'll also show and explain a little about the maps and something that we hope will be extra special. It is your character's avatar. We have devised a way to produce a 'head and shoulders' avatar that depicts your character. It is completely automated and will be unique to you as a player. The avatar won't be like the normal avatars out there that look like clipart or popart, the portrait will be designed by Simon in such a way that through the use of code we'll produce a unique portrait based on three things, your email address, character race and gender. To start off, you won't be able to alter your avatar, so you are kinda stuck with it, but they will be a really cool drawing and they will be unique. Later on we will be supplying a way for players to then go ahead and customise their avatar. They won't be allowed to upload their own pictures, but instead will go through a wizard to pick various facial features all drawn and supplied by Simon. We're actually very excited about this.
So that will be it really. So this is what we are going live with. It's not much and therefore we are calling it a splashpage. Once we are ready to launch the beta playtest we'll modify the homepage to allow players to register proper and also login and get stuck into the game.
OK, enough rambling, I best get down to some coding.



