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Topics - Ben

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News & Announcements / Thornefall Development begins again!
« on: July 13, 2019, 12:17:17 AM »
We're back!

Yep, you read that correctly. Thornefall was started by Cody and I back in 2011, with progress being made for a few years. We recently reminisced about our past progress and realized how important this game is to us--and how much we want to see it become a reality. Cody, Hadyn, and I have all grown significantly as game developers over the past few years, and we're approaching this project with renewed vigor and experience.

These announcements will be made every 1-2 weeks to share the progress we're making. We are building a custom stack from the ground up, and will be demoing various gameplay ideas in Unity while we pin down the core experience we want to build. These demos will be made available to the community once ready. Seeing as you're the audience for this game, you should certainly have a say in how it plays as early in the development cycle as possible. :)

Announcements in the coming months will be primarily geared toward the technical aspects of the project--building an engine from scratch requires assembling a lot of individual pieces. We currently have two active engineers: Ben and Hadyn, so these development blogs will be providing regular updates on their progress as the technical game stack is assembled. Expect screenshots for visually relevant work. :D

Development Blog 1

Ben's dusting off some old code...

Code has a tendency to decay over time. Mostly this comes from third party code changing without updating the code using it. We have a bunch of game engine code that was written ~4 years ago that hasn't been compiled in the last couple of years. Ben needed to update the code to be able to compile on 64-bit Intel/AMD platforms, and fix all of our old automated unit tests due to changes in our custom testing framework. This proved to be a bit more challenging than expected--the framework also had its own pile of bugs to fix! Nevertheless, the engine is now back to a point where it's ready for development.

Hadyn's re-articulating rickety old asset formats

How do you represent a game animation in a data file? There are many answers to this question. Ben, in 2013, apparently had one which later confused Hadyn, in 2019, as he tried to update our assets to a more versatile format (protobuf). Hence, a long discussion ensued between Hadyn and Ben regarding why our animation format conflates 'chunk' and 'bone', and why our fonts apparently require both a size and a height. ??? The discussion was eventually resolved, and we now have converters for animations, fonts, images, and materials over to new formats that won't require us to write our own code for reading and writing the assets. Hadyn is continuing to migrate the remaining assets, which will save significant time later on when we start loading these assets into the frontend and backend game engines.

Sign-off

Thanks for following along on our update for this week. We have a lot of work to do, and we'll be chipping away at it. We look forward to updating you on our progress in the next announcement. Until then, share your questions, and tell us what you want to get out of Thornefall.

- Ben

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News & Announcements / Quick Update
« on: September 13, 2013, 09:01:23 AM »
I'm just posting a quick update to indicate we're still alive and still completely committed to this project.  I do not have anything tech-wise or art-wise to post, but I will make effort to continue to touch base with the community until I have something more interesting to show.  I am currently an undergraduate student, so an enormous amount of my time is spent on school and the rest is working.  Don't fret though, I spend any free time I can get on Thornefall when I can get it and I am sure we will have interesting new stuff to show you within coming months.  I definitely encourage you to keep checking this site every once in a while just in case we have something we want to show.

Thanks for the commitment you've already shown to our project.  We can't be more enthused about our progress and our work forward. :)

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News & Announcements / Thornefall Preview Video
« on: August 08, 2013, 12:38:19 PM »
We are please to announce an exciting video we have been working on for a while.  This video explains the vision and dream of this project beyond anything we have provided so far.  I will let the video do the talking:

http://www.youtube.com/watch?v=c2jWFASS3qI

Let me remind you that Thornefall is a community-driven, medieval MMORPG.  'Community-driven' means our players and our team work side-by-side to make Thornefall the best experience possible.  We want to constantly push the boundaries of your expectations, but we only want to provide content you want to play.

Hope to talk to you soon,
Thornefall Staff

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Videos / Development Video 1: Screenshots 1-22
« on: July 19, 2013, 12:43:07 PM »
<a href="http://www.youtube.com/watch?v=nbjI01rZyww" target="_blank">http://www.youtube.com/watch?v=nbjI01rZyww</a>

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News & Announcements / What is Thornefall?
« on: June 25, 2013, 12:24:53 PM »
Thornefall is a community-driven, multiplayer online role-playing game in a fantasy medieval world.

Almost two years ago, Thornefall was born.  Cody and I, like many of you, are huge fans of MMORPGs, but we were disappointed to see where some of our favorite games were heading.  We notice that studios often seem to make some amazingly foolish design decisions that their player base is obviously against.  They have done things like completely changing their game's combat system or making the game much easier, only to frustrate many long-term and dedicated players. Some games even render their own content obsolete through expansions, leaving little incentive to experience it again. We began building our own game engine around this time, along with constructing the tools we use to build our world and bring it to life. The Gallery images you see right now are just the beginning, we expect our community to help shape the game to their vision over time. Think of it as a blank slate for new content. We'll handle the core game, but the mechanics/features our community suggests will accumulate over time, creating a whole new experience!

Thornefall's purpose is to provide the best experience we can offer, with a design pipeline guided by the community.  What does that mean, exactly?  We allow our players to suggest large and small scale changes to Thornefall's lore, skills, quests, etc.  Given your suggestion is supported by most of the community, we will run it by our design, tech, and art teams to evaluate whether it's possible to implement.  Once approved, your suggestion may end up in Thornefall!  Although we are inviting the community to take part in our design process, rest assured we do have our own ideas planned to provide rich new content for our players.  Don't like the newest skill or quest?  Our players are able to repeal recent updates, and with enough support, we'll consider removing them. Our updates are not exclusively final by any means.

What makes Thornefall different?
We don't just care about the community.  We are part of this community, just as much as you or anyone else is.  This is our home and we want to make the best possible game we can, but we can only do that with you.

Welcome to the new generation of online role-playing games.
Welcome to Thornefall.

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News & Announcements / Welcome to Thornefall!
« on: June 25, 2013, 12:01:23 PM »
Let me be the first to welcome you to Thornefall!

You can see news on the homepage, or visit the forum for discussion about the development of Thornefall. If you wish to see progress, please visit the gallery.

Thank you!

Thornefall Staff

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Gallery / Screenshot 1
« on: June 25, 2013, 11:37:58 AM »
Our very first screenshot to present to you:


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