Medieval Monday: Pottery


I really enjoy Allison Reid’s medieval Monday’s. This one is about pottery and fascinating.

weavingword's avatarAllison D. Reid

Ok, yes, I know it is now Tuesday. The last few days have been very busy and time got away from me. A day late, but hopefully no less interesting, here is my Medieval Monday post for the week.

potter-at-wheelI mentioned last week that one task medieval people could do in January was dig for clay along river beds, which was used for pottery and tiles among other things. At least in the early medieval period, making pottery was mainly a rural activity. It was easiest to set up a workshop and kiln at or near the source of the materials needed. Large supplies of not just clay, but sand, wood to fuel the kiln, and water were needed. Access to a road or boats for transportation was also required.

potter-at-wheel-2Pottery making was typically handed down as a family industry among the peasantry. Though pottery was valued as a necessity…

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Development is so much more than making games


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It has been a while since the last update so I thought I would try to catch up.

The last few months have been busy for us. In October, we gave a presentation in Tampa to a local game development group. We are working with an open source character system for Unity that, while amazing, is difficult to use and not well understood. So when we were asked to talk about UMA to the group, we thought it was a good opportunity to be evangelists for a unique and interesting asset.

We also attended a game development conference in Orlando which gave us a chance to hear from many industry and indie developers in a thriving new game development market. While Florida doesn’t rival California or other areas know for game development, it is growing.  At the conference we heard from people who were starting studios, working in the simulation industry, and those that gave advice on marketing our games. One the most useful talks was on testing and the speakers, from Full Sail University, left us with a lot of great information and sent me a full slide show of the talk.  I look forward to writing more about that later. We came home full of ideas and newly motivated.

The next few months were busy times as we worked on skills and more advanced networking. Outside of game development, we were involved in a local art show, which was fun but very time consuming. I spend weeks printing art for sale and show as well as preparing booths for displays. It was a success and created new contacts in the local art scene, which is always a good thing.

I took on some temporary responsibility for our local Unity User Group when the organizer went out of the country for a few months. This gave me the opportunity to further network with local Unity Users. It is so easy as a developer to live in a bubble, surrounded by those that love your game and those whose ideas parallel your own. Getting out of the bubble and talking to others, getting constructive criticism and advice is a really good thing. It is also a wonderful feeling to talk to people who “get it”.  The connections and friendships formed through all this is so worth it. If you make games, I highly suggest you look for a local group in your area. Even if their games are different from yours, you can learn so much.

Now that the holidays are over, we are back to serious business. I have been struggling with our character system but it seems to have come together in the last few days. I hope to have a video showing you how to design your own character in our game soon, maybe even a build you can play with if possible. Ryan has been working on our amazing cooking skills, tying it into the attributes and modifiers that will make the skill fun and rewarding. I am sure he will have something to show you soon as well.

I am finding out that working as a game developer/designer is about a lot more than making games. It is about reaching out to others in the industry, learning new skills and polishing old ones, reading everything you can…not only about games, but also about psychology and culture and history, all which add more depth to our game setting. It also means testing assets that could add to our game, working with the other developers to see how we can get these assets to work for us.

So, busy, but so much fun. 🙂 I can’t imagine doing anything else.

Hope your holidays have been delightful and full of love, friends, and family. We wish you the best for the New Year!

Teila

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A Role Player answers the call!


So I sent out a call to role players, on my blog, on Twitter and on Facebook.  Not long after, the I found the below in the comment section.  With the writer’s permission, I have copied it here. This is a personal story of one young man’s love for role play.

I enjoy all sorts of games. My first games that I came to like were simple platformers, shooters and sports games. It always felt like I was doing more than pushing a few buttons on a control pad and staring at a screen. As I grew older my palate grew and I branched out into strategy games. It wasn’t pushing a few buttons, it was scoring a goal, jumping over a canyon or creating an empire. It was roleplaying.

Now I find myself having grown up during a time when gaming boomed to overtake Hollywood in terms of mass entertainment and is starting to rival both that and real sports combined. Throughout that period games have had to do more for me to keep me entertained. What I have found and what I have suspected they would do for some time, they have deepened their roleplaying elements.

In crusader kings (a strategy game) I don’t just find myself a faceless ruler expanding territories as I would in risk, I find myself arranging marriages and sometimes trying to kill other rulers to ensure my bloodline assumes control of their throne. In NBA 2k (sports game) I find myself playing as an individual player starting his career and even engaging in dialogue with the coach, players and general manager rather than controlling an entire team like a Godly coach. Fifa, the most popular of sports games of the most popular sport worldwide is adding a feature just like this, this year.

So roleplaying is giving me a new lease to these games, it’s adding something that keeps me entertained longer, it’s immersing me. Technology may have progressed to the point they can have an AI give you some little sense of living amongst other realistic avatars in a realistic world but it has along way to go before (if it gets there at all) before it can rival what creating a platform (virtual world) for several humans to act out their fantasy can.

So I look on in amazement as gaming giants like EA, with their biggest franchises such as fifa, (being a giant publisher with your largest franchise doesn’t lend itself to risk well) continue to add roleplaying elements to games in order to entertain, but no one seems to cater to them in their most fertile land, the virtual land, MMO land.

I wait whilst a mother of four, works from her home on a labour of love with her family and with others across the world via the internet, to cater to an audience that clearly exist in a larger capacity than is realised by most.

They say lots of things of the best laid plans of men and mice but I’m glad to know a passionate visionary regardless of how this endeavour pans out. I want you to know that I am keeping the faith and admire the passion that drives you. I believe and I’m glad you do too.

Thank you!!

One thing I have learned over the years, many play games and they play them for many reasons. Those of us involved in game development are inspired by the love the players have for our games, and all games. 

Teila

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Calling all Role Players!


I really enjoy musing about role playing but I need input from you. What do you want in a video game? What types of features do role players crave?

Yes, I am a role player but it has been a while since my role play has left the table or forum and ventured into the world of video games. Star Wars Galaxies was my last big foray into video game role playing and while did try other games, my job and family took me away from all that for a while. Of course, I did role play with my The Sims games, but only with myself. Awful lonely there….although fun.

I do know that several big MMO’s have added role play servers, but I don’t know how satisfying they are for role players. I wonder if they are enforced or if the players enforce…or if everyone gave up and they are like all other servers now.

I have decided to reach out to role players in the world and see if I can get some new ideas. So far, I have gotten an earful. 🙂

I will be writing some blog posts in the future about all these great comments and ideas.

Hope to hear from you, here or elsewhere.

Teila

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Art, it is those little things that count.


Finding the right art style for a game is one of those things you must do to make your game art cohesive with the rest of the game style. Some games are stylistic, some choose photo-realism, and some choose fantastic color pallets that set the stage for the story and the game theme.

Most models and scenery in a game can be tied together with textures, colors, and image effects. As long as you try to match or compliment, your game will look pulled together and visually cohesive.

Game Interfaces, or GUI’s, must also match the theme/style of the game art. Basically, it is the artists jobs, along with the designer, to pull everything together.

Not long ago, one of my artists, Kerensa, and I sat down to discuss what to do with the icons we needed in the game. We had already decided we wanted to make our own icons, rather than use the ones available on the asset store. Our art pallet in-game has leaned more toward saturated realistic colors rather than dark and gritty.  So, what style should we use for the icons? We could go for realism, but these are icons, so maybe we could do something a little more stylistic but still make it fit into to the theme.

I was looking at models one day and noticed some medieval-style shop signs. Opening up my browser, I did a bit of research and suggested the idea to make the skill icons look like signs one might have over their door. Since skills in our game can lead to professions, it made sense. So we found a nice grainy wood pattern and it became the base for our skill icons. Kerensa, our artist, then choose to ‘splash’ the wood with the colors that designated the skill category and then paint, in a rough style, the symbol for the skill.

They turned out beautifully! Each icon recalls the sign above the door through it’s style, yet it clearly illustrates the skill portrayed; a hammer and nails for building, wheat and a sickle for farming, etc. The style is uniquely suited to our game and will look wonderful in the UI. The colors and simple drawings are easy to see, even when the icons are shrunk to their in-game size.

FullPanelSkillsWMSmall

The above panel contains are first set of skill icons. The next set is in progress and will include the rest of the necessary icons and represent the remaining skills available in the game.  The following skills are represented here, Foraging, Cooking, Fishing, Sword Combat, Tracking, Unarmed Combat, Mining, Bow Combat, Farming, Axe Combat, Woodcutting, and Building. These will be the first set of skills tested in our game.

The inventory icons are a bit simpler, and on transparent backgrounds. The inventory below shows a leaf, herbs, mushroom, stick, and berries, all used for the Foraging skill we have already completed. The style here is more reminiscent of old drawings in ancient books.  Kerensa has been given a list of additional inventory items and recipe items that should keep her busy for many years to come….well, at least the next couple of months.

InventoryIcons

And here are some of the bottles she is working on for herbal concoctions and for items available in glass making. She has many more and this is just an example.

Bottles 1smallFullSetFullEmptyBottles

So..while the landscapes and characters are exciting, it is the little things like this that pull together the game. Without icons to use in our inventories, our recipes, and crafting UI’s, the game would be without substance, just a beautiful empty world.

I will continue this series as we move forward with the game. I think our artists deserve to get a little recognition. They are doing an amazing job!

Enjoy!

Teila

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No Man’s Sky and Procedural Generation


The other day I was MUSING about procedural generation and thought I would write a bit about my opinions.  With the release of No Man’s Sky, a game that was hyped as a game with innovative use of procedural generation, it seems like a timely subject. The reviews were mixed and it seems that many blame this on the use of procedural generation in the game (as well as other things which I will not get into here). On the other hand, some reviewers find this the only redeeming quality of the game.

As a developer, procedural generation is an amazing tool. It allows you to create more variety and it cuts down on tedious hand crafted level design. A small team can make a large world, or more visually interesting levels, in much less time. Imagine a game the size of NMS if each planet had to be hand crafted, each tree, each clump of grass, all placed by a developer sitting behind a desk.

I use procedural generation in my design work. My worlds are generated using a tool, called World Machine, that uses various “rules” to generate a terrain that appears to be similar to real world landscapes. Sure, I could build a terrain by hand, use Unity’s awkward brushes to add hills, rivers, etc., but my results would be no where near as beautiful without the erosion algorithms that WM brings to my hills, valleys, and mountains.

I also use procedural generation to place grass, trees, and rocks. Again, placing each piece would be time consuming and limit the size of the world based on the time I have (or the number of level designers I can recruit).

So…procedural generation is awesome! It saves time. It allows for more realism in a landscape. It makes it easier to create a large world.

BUT…and you knew there would be a but, right? I mean this is me after all.  But…what do we lose when we replace hand crafted scenes with completely procedural methods?  Do players need the detail that only can be created by a developer lovingly adding blades of grass around a pile of rocks or a puddle in a low spot on the terrain? Do players care about this stuff or would they rather run around and kill stuff?

I have played a lot of games, not as many as some of you, but enough to form a personal preference for game environments. I have ran across the landscape of Tattooine, the endless miles of almost identical landscape being interrupted only by huge creatures leaping over a rock and chasing me.  I have passed the same hill with the same tree endless times on Naboo.  I have crossed miles of empty hills, and grassy plains with nothing to break up the monotony.

Until, I came around a bend and saw a lake with a plunging waterfall. Or walked through a nighttime city, with soaring buildings.  I remember swimming in an endless ocean and watching the sunset over a desert.

If you haven’t read about the work done to create these interesting planets, I suggest you do so. I found an excellent article on Ralph Koster’s website.

Remember, this was 2003, 13 years ago and a million years in technology time. So much has changed. The fact that No Man’s Sky was able to create an endless universe using similar methods with a 15 person team is mind boggling.

I can remember being enchanted in those old days when entering a charming hand crafted village in Istaria or Everquest. I still have a vague memory of some magnificent, although empty city in some game I played. The vision haunts me but I can’t recall the game at all. Of course, none of this compares to Witcher or any of the newer games. Graphics cards and processors are so much more powerful and we can do so many things that back then were not possible. When working on Adellion some 15 years ago, I remember players asking for features that were impossible…and now, they are easily done.

Where am I going with this?  Procedural generation is a fabulous way to build large worlds and create the feeling of expansiveness. But…the best choice, in my opinion, is the marriage of both procedural generation and handcrafted details. While the world may be a huge World Machine terrain map, with hills, valleys, and mountains, the villages and points of interest are laid out with all the randomness of a true village.  Lighthouses are placed on a rocky coast to signal to the approaching boats. A city has a few hidden dark alleys, with broken lanterns and piles of debris.  When traveling through those hills, one comes across a hidden spring. It is those small details you come across while traveling that you remember.  Even a tree, it’s roots clinging to the rocky side of a mountain…you will remember that more than the endless generated terrain.

I was impressed by the screenshots and videos I saw of No Man’s Sky and the planet’s terrains. The art style lends itself well to the exotic alien planets and gives a sort of playful feel to the visuals. The generated grasses, animals, and caves were interesting and unique. I am curious about whether there are those little surprisingly beautiful spots that you will not find anywhere else in the universe. I suspect not and I imagine with any sort of seeded generation there will be repeats. And that is okay but does it lose something without those little surprises?

But remember….

An unlimited Universe…built by 15 team members. I recall when something like that could never be imagined for a game. Of course, last Saturday at a Unity User group meeting, I put on a headset and look up into space. I never thought I could do that either.

I love making games!

Below: Procedurally generated terrain, trees, and foliage.

Screen Shot 02-03-16 at 09.14 PM

Teila

 

 

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Skills: Foraging


We have been pushing to get our foraging skill done and finally finished the other day. A few little things need to be added such as the system messages the player will see when he forages but everything else is completed.  The good news is that this skill will be the basis for all our gathering skills, including fishing, mining, and farming. While each of these will obviously have differences, the framework is there so the minor changes will be quick and easy. We have started on the cooking skill, which will be the basis for all crafting skills. Together, gathering and crafting make up about 90% of our skills, with a few extras that are unique, such as healing and theology.

Ryan made a video of a test of the forage skill in a prototype environment. Our challenge with this skill, which seems so easy when you watch the video, was to have forage tied to specific areas. This allows the player to find items only where they typically are found, such as sticks near a forest and crabs near the water.  Players will have visual clues about what can be found in the area and then forage nearby. Items will go into their inventory. The inventory takes into account size and shape of the item so only so much can be placed in the regular inventory. However, there will be a variety of containers that players can use to add to their inventory available in-game. The forage skill is tied to the stats, most of which you cannot see in this video, to the inventory, and to the animations, which are triggered as the character searches and then locates items.

 

Foraging skills are important for finding resources in the wild, especially for new players. While initially a player can only collect simple things and the timer will be slightly longer, as his skill improves, he will find more items and be able to better filter his search.

In the video, you can see the Stamina bar reducing as the character forages. At the moment, the reduction is set high in order to actually see the effect in a short time period. While foraging will reduce Stamina, the reduction will be very slow and can be easily replenished by resting briefly.  Skills that are more physically demanding will drain Stamina more quickly.

In other news, as we work on the skills, we are also preparing a demo of a town market square. I am moving along well with the demo and hope to have it to you in a couple of weeks or soon after. We are hoping to have the mini-game out this fall so stay tuned for more information and videos. A video will be released for each skill as we finish the prototypes. Prototypes make it easier to test, and if things go wrong, it is easier to figure it out without a lot of clutter in the game. As they are finished they will be added to the actual Mini-Game scene.  I will provide a walk through for everyone once all skills are in.

Here is a sneak peak at the Market Square Demo. This is a screenshot, in-game of one side of the square, a quiet alley on a non-market day. You can see Ethan, my stand-in for scale standing in the alley. He is not a character in our game, obviously, but works well to make sure everything is the correct size.

Screen Shot 08-16-16 at 09.22 PM

 

Thanks for sticking with us!

Teila

 

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Commerce and Trade


Caravane_Marco_Polo

Commerce runs the world. Today we trade all over our world. We trade raw resources such as minerals and fossil fuels along with finished goods like cars and clothing. I can go to Amazon and order a pair of shoes from China if I wish to do so.  I can buy German chocolate and Venetian glass. It is so easy!

But..that wasn’t always so.

Once upon a time, people usually made do with what was close to them. They traded with their neighbors…a chicken for a loaf of bread. They used the services of their neighbors when raising a barn or plowing fields.

Then one day, on the horizon, they saw a lone figure. He was carrying a huge pack on his back, items hanging off in all directions, clanking and clacking as he walked. A few curious villagers, probably children, ran to stare at this strange figure. The man grinned and waved at the kids. As he approached they could better see the precious goods he was wearing.

There were strings of colored glass beads, like nothing the children had seen before. Metal containers of all shapes and sizes gleamed in the sunlight. The man entered the village and spread out a beautiful blanket, woven with exotic designs. He pulled out an seemingly endless supply of strange and wonderful things…bottles of dried herbs, carefully crafted shoes, carved wooden pipes, a pair of eyeglasses, painted figurines made of clay…each item more amazing than the next.

The peddler came from far away, from a different culture, a place that spoke a different language. His skin was dark, his eyes black, and he wore strange clothing. Somehow, he was able to communicate to those in the village.

The people of the village descended on the peddler, digging their copper pennies from their pockets or offering wares of their own in trade.

Trade brought new discoveries to new places. Trade created the Silk Road, the spice trade, which was so important in our middle ages, and it brought new ideas and painted them all over the world. Many later inventions and innovations came about because trade brought people together. And many minds, brought together, can sometimes do amazing things.

So will it happen in Legends of Aryiure. Trade will not only bring new discoveries to the corners of the world, but will bring the world to the players.  The world will grow as trade grows.

Commerce is the center of the world. Everything in LoA will be wound around the concept of commerce, trade, and guilds.  Resource gatherers and farmers will sell raw goods which will travel to near and far villages, towns and cities. Crafters will create finished goods, either delivering them to distant places or selling them to Merchants who will put together grand caravans or fill magnificent ships full of supplies.

Guilds will bicker and negotiate for trade routes. Politicians will make promises that they will find ways to control trade for the benefits of their constituents.  Priests will use their influence to separate some of the wealth from these traders and use it to care for their flocks.

Wars will be fought over routes. Castles will be built to protect and then be taken by others to control trade. Caravans will be attacked, not only by highway men but also by competitors. Pirates will be hired to stop shipments from reaching their destinations. Smuggling will bring in goods to places where they are forbidden.

While most games center every single game mechanic, achievement, and development around combat, we will center ours around commerce, with a giant dose of role play, of course. 🙂

So..your mission, if you accept, is to discover a world through trade, commerce, and role play!

 

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Bittersweet memories…


Tonight I received a request to send a mass e-mail out on our LoA forums. The request was from a young man who has become one of my dearest friends, even though we live on opposite sides of the world.  He reminded me of the 10+ years we spent as part of the Adellion community, the friends we made there, the adventures we had, and the bond that existed in that forum.

Here is what he asked me to send:

A reunion of sorts

Hi, it’s Dylan or perhaps I may be remembered as Ozmono, a white wolf or I may be forgotten altogether which brings me to my point. I, aswell as many of you to whom this message is addressed, spent over ten years being part of something. We made friends, shared stories, debated and we followed a dream together. This message isn’t about keeping that dream alive, I’m not here to promise anything, nor am I asking you to carry the torch, just to encourage you to drop by the forums for the sake of memories and curiosity of what happened to the people in those memories.

It’s no secret that the Adellion forums dwindled slowly down to nothing and despite a little resurrection of a once vibrant community the LoA forums after that. That said many of us spent hours at a time on those forums over the course of years. People formed relationships, even the physical kind came of it if I am not mistaken. So don’t let those memories die, hours over years add up and although it may have been over something as trivial as entertainment, it was time spent with real people.

 So if for nothing else, drop by out of interest for what happened to those people, what they are doing now and while at it let the rest of us know how you are.

http://www.legendsofaryiure.com/forums/viewtopic.php?f=41&t=329

 

So, if you were a member of the Adellion forums all those years ago and would like to say hi, please stop by.  We would love to see you…and not because of LoA but because of the amazing friendships we all made in our little virtual corner of the world.

Teila

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Special Guest today!


Before I introduce our special guest, I will give a brief update.

I spent several days on the lore and also updated the website to look a bit more professional and modern. While I have finished all the  place names and the deity names, I have not yet updated the lore on the website.  I will be doing this during the next few days. So far, it looks good. The new names better reflect the cultural/ethnic identity of the various nations. Archaaz helped me a great deal with this and I appreciate the help. Hopefully you will all be pleased.

 

Other news includes a new programmer, in addition to Dennis and Ryan. He will be working on the GUI’s for the time being. Welcome aboard!

Ryan has agreed to show us a bit of the AI he is working on for animals and enemies. His focus has been mostly on our combat system lately and AI is an important part of that feature.

Teila: Ryan, what do you have to show us today?

Ryan: I have a couple of great videos and hope you enjoy them.  The first one I call “The Battle of Fort Prototype”.  I am testing how well our AI system handles groups of NPCs interacting with each other and am using this as a stress test. I wanted to test a new type of spawner called the “horde” spawner, which creates a group of NPCs and sends them off to attack a target once the spawner reaches it’s capacity.

If the spawner’s NPCs are reduced to half or more of their original numbers, the spawner will start spawning new creatures. Once it is full again, those newly spawned NPCs will attack again, either the same target or another target if one exists.

Teila: Looks good, Ryan! I love the little proto-type fort. So the red castle guards are trying to keep the yellow enemies from getting into the fort, I see. Looks like a slaughter!

Ryan: Yeah, those red guys are quit fierce.  The second video was a test of the NPC’s ability to change attack types based on the distance between the NPC and his target.

Teila: A dragon! Interesting choice as their are no dragons on Aryiure, at least not outside of dreams and myths. 🙂

Ryan: Yeah, but it makes for an exciting video!

Teila: Sure does. Thanks, Ryan. Now…get back to work. I would hate to have to get out my club.   Just kidding of course. 😉

So..thanks to Ryan we have something other than my rambling to read. Enjoy and will post more later.

 

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