Well another week has gone by in the blink of an eye. I can't believe we are almost 1 third of the way through the year!!
The Cape Town based development team (wow all 3 of us! - myself, Chris and Mark) had a very productive design session last Wednesday evening. You guys might not know our setup, but all three of us are developing Ilkor in our spare-time, trying to find the odd hour here and therefore during the day and spending what time our families allow during the evenings and weekends on Ilkor development. It is tough going but extremely rewarding.
Mark and myself work together in the same office for our 'day job' while Chris is about 10kms down the road. Mark and I therefore manage to talk 'Ilkor' on and off throughout the day, at lunchtime and at any spare moment we find in the day when out 'day job' is a little slow. We tend to work long hours at the office so we are able to do both.
I mentioned last week we have our own VPN which all of us can access from anywhere so it doesn't matter, day or night, we can all get access to documentation, source code, etc.
We run Ilkor using a development methodology called Scrum. I'm not going to get into the details of this as it'll most likely bore you to death. However we have been working like this for many years. It basically involves splitting sizeable chunks of work up into small pieces that can be completed in a short period of time. We work on a 2 week cycle. Each cycle is called a sprint.
Our sprints start every 2nd Wednesday. Infact we start a new sprint this coming Wednesday. Part of Scrum involves having a short meeting every day to track process etc. We do this at 7am over Skype. It works very well indeed and sets us all up for the rest of the day.
Anyway...as for the design session. The agenda was to really go over a number of topics. We reviewed the database model, which as I mentioned the other week, and is really taking shape. It's not complete but a large section (specifically the metadata) is now fully designed.
We also reviewed the map engine and editor. Chris demo'ed what he has achieved to date and it is going to be completely amazing. I really want to share this with you guys but not until we have the finished tilesets, world and regional illustrated maps from Jon. To show this off before then will not do the engine justice. Anyway we thrashed out some of Chris' concerns, mostly technical around terrain transitions and the approach to both roads and rivers. We settled on a great solution which Chris is well into implementing already.
Finally I gave a presentation around the player interfaces, the pages that will be served up to the player while he plays the game. Between Simon and myself we have come up with a great navigational structure that we feel will be very intuitive, something I believe more than 90% of the text-based browser games fail to achieve. The session went well and I was happy to see that both Chris and Mark managed to understand the structure. With some feedback I'm now revising some areas before Simon will then take the brief to work on the design drafts further until we are happy. This includes the 'look and feel' or the theme of the site, which in many ways is equally as important.
All in all we've had a hugely productive week. The artists are making alot of progress, especially Jon who has taken our comments regarding the initial map snippet that was given to us. The final finished world map is expected to arrive sometime this week, we are all very excited, maybe next week we can share a small snippet of the map to you! :-)
We've now got just over 2 months to go before we intend on launching the ilkor.com website that will really just be a holding page with some info on the game and the ability to join the playtest. However this is going to be a huge milestone for us. If we can make it, it'll mean we are finally live, will have a real web presence and then have only 6 months to complete what is needed to launch the playtest at the end of 2011.
I'm really hoping that early into May we'll start to have some nice illustrations, maps and screenshots that we'll be able to give you a sneak preview of.
Cheers,
Sean.
I thought it was time to give a quick and brief update the Ilkor: Dark Rising development progress.
We're still on target to having the beta version ready for the end of the year. Time is running by very quickly, but we are making good progress in most of the areas of development.
Ilkor Website Launch 1st July:
We have pencilled in the date of the 1st July to launch the ilkor.com website. Now don't get too excited as it won't contain very much
The idea is to get the website out there to have come visibility so we can start advertising and promoting the game. Equally important, we want to establish and process prove our development, build and development cycle. Behind the scenes we will not be dropping new code into production but rather have a strict build and deployment process.
The website will really consist of a single page that will contain a countdown to the beta launch, high level info on the game and the ability to signup for the beta playtest.
Build Process:
Our build process makes use of a number of components. The majority of it is automated. This process is not yet completely up and running. During the course of April we plan of getting the majority of it inplace and working. This is something the team all has experience in doing in past projects. We have already setup a VPN over the Internet so all three developers are able to connect to our development environment. Our dev environment consists of a server and a NAS. The NAS is used solely for back-up reasons. Our server is currently being doubled up as a Build Server and a Dev Wiki. We are using SVN as our code repository, MSBuild / Nant to build and deploy and CruiseControl to manage our build process.
Map Making:
Jon has been making excellent progress with the illustrated world map. Once it is completed it will have a total of 5 continents (regions) which will be A2 in size!!! The game will start with just one of the regions open, with others opening up sometime in the future. I managed to get a sneak preview of Jon's progress last week and it is looking amazing. I was really hoping to share it with you but we are now going through a number of refactoring iterations to get it 100% right. At this point we'll reveal to everyone a snippet of a region and talk through our choice for the style of the map and how it is going to be used within the game.
Map Engine:
Chris is almost completed with the highlevel requirements for the map engine and editor. We are going to be taking the illustrated maps from Jon and then using the map editor to drill down and produce a tiled map that will be used to move around and reveal information to the player. The engine and editor both rely heavily on the HTML5 technologies and persists to MongoDB. I'll get Chris blog about the technologies and his approach to this in more detail a little later on in the year. Chris will be obtaining a tileset from Jon to ensure the tiled map will have the same style as the illustrated versions. Currently Chris is completing the code that will deal with the rivers and roads.
Meta Data: Mark has made excellent progress with creating a SQL DB Scheme of all the tables, columns and relationships between the various metadata the game is going to require. At a quick count there is over 40 tables that have been required to complete this piece of work. Mark has just about finished. The next step will be to code up some rather rough screens for the GameMaster to use so that he can populate the game with the data that he requires. This will cater for information such as the names of the seasons, duration of seasons, race and class names and stats, weapons, spells, etc etc. Just about everything in the game.
Player Screens:
I have been working on alot of admin tasks such as creating the company, bank account and other legal stuff and setting up the dev environment. When I've had the time I've been focused on creating mockups for the player facing screens. This has been a rather tough exercise, but I'm making good progress and have a good idea of how this is now going to work and the style of it. We are not going for a typical heavy and dark look and feel to the site. Instead it is going to be clean, simple and light. When I say light, I am referring to the 'feel'. Often RPG games are 'heavy' with tons of images, adverts and options. This not only slows down the website and spoils the player's experience but also detracts from the core reason for the specific screen. We are now at a stage where we have a pretty clear direction of how the screens will look and will now get Simon (other other artist) involved to come up with a number of concept designs.
Cheers.
Sean.