Update for the Progress of Everlasting Journey

3-1-2006

News Update:

Wow, I can't believe where the time has gone. If there is anyone out there that ever runs across the pages, just wanted to let them know I didn't fall off the face of the Earth. I have been engaged in other business matters and gone on a long break for the game. I DO plan on finishing the game some day, but I don't forsee it being anytime soon. Luckily, it's written in Java, so everything will be fine for years to come. Upgrades in Java will mean automatic updates to the already existing game code. I still have big plans for this tremendous RPG...

10-2-2003

Tasks that have been completed:

From left to right, we have Human Swashbuckler, Human Monk, Human Samurai, and Human Politician.

9-2-2003

Tasks that have been completed:

The fire-breathing dragon is now complete.

8-10-2003

Tasks that have been completed:

Adding to our collection of creatures: Horse, Wolf, Cat, Dog, Raptor, Android, and Giant Frog.

7-13-2003

Tasks that have been completed:

We now have an Ogre, Human Sage, Human Psionic, Human Alchemist, Gazer, and Treant.

6-26-2003

Tasks that have been completed:

We now have the Human Valkyrie, Plantonian, Goblin, Ghoul, Human Assassin, Human Avatar, and Human Barbarian done.

4-29-2003

Tasks that have been completed:

Here are more lifeforms I have created. From left to right, top to bottom we have: Elf Ranger, Drow Elf Ranger, Human Fighter, Human Knight, Human Ninja, Human Myrmidon, Human Ranger, Human Sorceress, Demon, Human Bard, Human Assassin, Human Civilian, Human Druid, Halfling Civilian, Devil.

4-13-2003

Tasks that have been completed:

I have completed 4 other figures' graphics now. I now have the tools to make animated figures quite easily, so I will be busy creating graphics for the next several months. Here is a picture of a halfling who appears to be in trouble by a devil... Run!!!

3-15-2003

Tasks that have been completed:

Once again, it's time for an update. This time I have some graphics for you! I've completed a lot of the base programming for the game, so now I'm going to be doing some graphics also. Below is a picture of SOME of the weapons in the game. There will be hundreds of variants, but this will give you a feel. See if you can figure out what types of weapons they are. I'll give you a hint and list them all: magic sword,kama,dart,zwiehander,cleaver,giant hammer,knife,club,dagger,hand-axe,long sword,broad sword,ball & chain,claymore,spear,great-axe,short bow,dirk,small shuriken,large shuriken,elven blade,halberd,arrow,blowgun,lance,rapier,morning star,long spear,bo staff,mace,quarterstaff,pick-axe,shotgun,sai,battle-axe,hammer,katana,bardiche.

1-5-2003

Tasks that have been completed:

Happy New Year everyone! Again, it's been a very long time since my last update! Even though I've been extremely busy, I have managed to get a fair amount done on the game. I've created many quests which are uniquely generated around several themes. The main conceptual themes so far are: assassinate, create something, destroy something, make peace, rescue a kidnapped person, find treasure and bring it back, discover information (like the coordinates of an evil leader's camp), capture someone/something, and finally, teach someone something. As you can see, they are very generic. This will allow quests to be created that I won't even know how to solve or where to go! One example of the find treasure quest is that the local guards of a town are running low on certain types of gear, and the leader wants you to go find 5 Long Swords somewhere and bring them back. If the game would happen to randomly generate another treasure quest for guards, it may be 6 Maces next time. Even though the chance of finding the same "type" of exact quest is very unlikely, if it does happen, it will still be different because of all the randomness to them! Another treasure quest example may be if an old wizard is collecting magical items and he is looking for a Flaming Sword. If you can track it down and return it, you will get a great reward. Of course, you could always find it and not give it to him, but usually the worth of completing a quest far outweighs the treasure that is obtained. Think of all the random combinations with just these 9 types of quests. Of course there will be thousands of combinations, but this just gives you an idea. One last word I will leave you with is an example of an Assassination type quest. Maybe there is a haunted house in town that everyone is afraid to go by and the mayor wants someone to destroy any hauntings inside. This can be considered an Assassination type quest. Now we are getting to the fun part of the programming! I'll keep you posted.

10-3-2002

Tasks that have been completed:

It's been a very long time since my last update! I have been extremely busy, but have got a lot done on the game. I have finished several building interaction types over the past month or so. I have the structure of temples, banks, shops, and inns finished. Temples are used to help or benefit the party by having a temple working cast beneficial spells (healing, armor protection, strength, etc). Banks are used to deposit money and items for safe keeping and to "get a load off" the party members. Shops are used to buy gear, items, weapons, etc. Finally, inns are used to rent a room to sleep in if the party doesn't have a place of their own and want a "safer" resting area. This doesn't mean it is 100% safe. People can still break into inn rooms, but it's a lot harder and it's illegal so the law can catch up with you! I have many other building types to finish, so I'll keep you up to date on the ones I do and what their purposes are.

6-9-2002

Tasks that are being worked on:

I have begun working on the speech/conversation engine for the game. This engine will allow each life form in Everlasting Journey to have very complex AI capabilities, even memory. The life forms will remember (for certain periods of time) things that have been said in certain conversations and know who that conversation was with. You will be able to speak to any life form (as long as you know their language and they are capable of communication) about many topics and items as you would in everyday speech. For example, if you wanted to know the person's name, any of the following would work: "Who are you?", "What is your name?", "Can you tell me your name?", "May I ask for your name?", etc. As you can see, I am trying to take the most common phrases people use and make the life forms respond to these. Obviously it's impossible to program a "real" human's language ability in a game of this kind (or any other program at that), but I will do my best. Player characters are always controlled by the players of the game, so they can say whatever they want when talking amongst each other. If a player asks or says something bizzar to the non-player characters however, the computer will do it's best to place that in context of the current conversation.

5-20-2002

Tasks that are being worked on:

I have converted over 350 spells to Java now. This includes the different selection ranges such as single, caster, area, line, and cone. In fact, I have played around with a bunch of them and recently cast 'Control' on a Vampire and had it run around and kill things. :) Another "interesting" spell I recently tested was 'Vanish' which transports a selected object to the Lost Plane where it can later be retrieved by the caster (or someone else) by casting 'Reappear' in the original physical world location (nice safeguarding spell for hiding items or removing clutter temporarily). Pretty soon I am going to begin programming quests and events for the game. With the way I have designed the game, quests are fully encapsulated by themselves, so I will be able to make extremely realistic quests where the people and events remember exactly what has happened in the past and they will be able to interact accordingly. I will have the programming of the game done way before I have all the graphics for the game, so stay tuned.

3-28-2002

Tasks that are being worked on:

A majority of the code has been converted to Java now. I still have a few components I need to convert over so stay tuned.

2-3-2002

Tasks that are being worked on:

I am in the process of converting all the code over to Java code. I have decided to do this for several reasons, the main one being the stability and cross platform capabilities of Java. After the conversion of all the already existing code is done, I will continue the development of the rest of the game. After the game is converted to Java, it will be able to run on Windows, Macintosh (Mac OS X), Linux, AIX, HP UNIX, Solaris, and any other platform that supports the 1.2.2 Java Runtime environment. This will be a totally awesome accomplishment! It will allow me to make even better games in the future with the reusability features of Java. Stay tuned!

1-21-2002

Tasks that have been completed:

Objects may be picked up from the map and objects may also be dropped onto the map from the party. Party members may also trade items to each other through the character information screen. Computer controlled lifeforms can also look for useful items laying around or near them and acquire them. A magician, for example, might see a mushroom reagent that may be useful in casting a spell laying nearby. The magician might make a decision to pick it up. A fighter may look at it and pass it by because it isn't useful for him. Some lifeforms in Everlasting Journey have the ability to carry objects and others do not. Almost all humanoid type creatures can obtain and carry objects, but lifeforms like alligators, griffons, or dragons cannot carry items because they do not have the hands to do so.

Any type of object that isn't a set structure can be obtained by a lifeform (as long as they are strong enough to carry it). I always hated it when objects were "nailed down" in games and couldn't be picked up or moved.

11-11-2001

Tasks that have been completed:

It's been a little while since I updated the news page so I figured I'd do it now. I have got a lot of things done in the previous month and a half. Many of the things are tightening up pieces that were unfinished, and now I've moved on to the graphics and interaction with the user. Before the game is released, I plan on having a small demo where everyone can try out a very limited piece of the game, just to get a feel for it and to help with beta testing. The demo probably won't be done for a while because I don't have the necessary graphics to support a good demo yet. Email me at [email protected] to be added to the list of people to get a copy of the demo. I just wanted to check in so everyone knew I was still working hard.

9-22-2001

Tasks that have been completed:

Summoning type spells are now complete.  More combat special abilities have been completed also.  The spell casting is in pretty good shape at this time so I have begun to move on to other aspects of the game.

Looting of dead bodies is finished for the computer controlled lifeforms.  Monsters and non-player characters will loot the dead bodies after combat for items, weapons, money, etc.  Sometimes they will find everything, other times they will not.  This is where the Looting skill can really come in handy!

Tasks that are being worked on:

I have begun creating random quests and missions for the game.  These quests are generated at random and are different every time a new game is begun.  They may include finding a special item, killing a certain enemy, destroying a certain building, rescuing a hostage, etc.  The variance of the quests will be huge and make interesting “subplots” during game play.  More than one party may attempt to finish the same quest, so whoever finishes first will get the reward.  Remember, however, that the computer will also control a few parties.  This means the computer can actually compete against you to finish quests!  No, I’m not going to make the computer “cheat” and know where the quests are and go directly for them.  They will have to figure it out for themselves like you would.

9-2-2001

Tasks that have been completed:

Most of the spells have been implemented for combat.  There are approximately 365 spells currently.  All four realms (Alchemist, Magician, Priest, and Psionic) and levels have been implemented for the computer to choose from while making decisions.  Some of the spells are pure damage type spells like Meteor Swarm, Mind Fray, and Acid Rain.  Others may be attack spells like Insanity, Petrify, Charm, etc.  I’ve also created intelligent decision making for other defensive, protective, or beneficial type spells for the lifeforms.  For example: A monster in a monster group may become blind from an enemy casting a blind spell at them.  If one of the monster’s in its group has Remove Blindness, it may choose to cast it on it’s friend to help.  This mainly depends on alignment, and what the computer chooses is the most important survival type spell.  It may be wiser to cast a huge area spell and try to wipe out the enemies before casting Remove Blindness on its friend.  Another spell type that may be chosen to aid a person is Cure Light Wounds.  If a friend is injured, the caster may choose to aid his/her friend by casting this spell.  The computer will not keep recasting the same spell if it will have no effect.  I’ve seen many role-playing games that have this bogus logic.

There are several target types for the spells.  Some spells only work on the caster.  Others may target a single lifeform.  Some will execute with an area effect and others will travel in a straight line from the caster.  The last type is a cone shaped effect.  The cone effect travels away from the caster in a line initially and gets wider the farther it travels.  All of the target types can make spell casting very tricky and strategic.  With attack spells, you want to be able to nail as many enemies as you can without hitting any of your friends and use the spell with the greatest effect for the least amount of stamina, magic points, and reagents.

I will continue to test the various spell types for the next month or so to create a super real artificial intelligence.

8-10-2001

Tasks that have been completed:

Monsters now attack other hostile monsters, party members, and NPC’s when they move within a certain distance of each other.  The monster groups attack with super realistic tactics and maneuvering capabilities.  I have yet to implement spell casting in combat, but I have implemented a few special attack and defense abilities.  Giant spiders, for instance, have a fairly powerful poison they secrete when they bite their enemies.  I had a horde of trolls attack a horde of giant spiders, and the trolls were victorious!  It was interesting to watch the monsters’ tactics with the monitoring tool I created.  With the aid of this tool, I will be able to make extremely realistic artificial intelligent decisions for the computer.  I’m going to create many monster types and NPC’s and have them fight in an all out brawl after I get spell casting finished.  Spell casting increases the complexity of combat greatly, so I’m not expecting that to be done for at least a few months.

One more interesting note:  When a party is stranded in a multi-player game (or the player quits in an unsafe area), the party is open to attacks from computer controlled and human controlled life forms.  I intentionally did this a few times to see what happened, and the party members tried to defend themselves from attackers!  The party was wiped out by the monsters, but they tried to fight back.  You can just imagine the crazy situations a player can wind up in with Everlasting Journey.

6-23-2001

Tasks that have been completed:

I finally have an animated lifeform completed!  Ed has created an amazing skeleton for the first character.  The skeleton has extremely smooth animation (20 unique frames per walking angle) and comprises of 8 various angles: Up-Left, Up, Up-Right, Left, Right, Down-Left, Down, and Down-Right.  The various angles leads to a total of 160 frames for walking animation alone.  I have shown a couple skeletons walking on one of the pictures below.  Now that he has the walking animation frames complete, we should start seeing other various humanoids much quicker.

Every NPC’s home can be quite interesting and unique.

A deserted campfire is found in a small, creepy, graveyard.  A couple skeletons investigate...

5-27-2001

Tasks that are being worked on:

I’m still working on NPC and monster personalities.  This is one of the most complicated pieces of the game so I will continue to work on this for the next few months.  So far, life forms eat, drink, and sleep according to when it is required.  This is affected by endurance and constitution directly. If they run out of food or drink, their stamina will continue to decrease until they fall unconscious.  Eventually, if they are not fed or replenished, they will die.  If a life form avoids going to sleep, its stamina will also continue to decrease until it looses consciousness.

I am also mixing in work on the battle engine.  This will also be one of the most complicated pieces of the game.  Every NPC and character in the game can have “friends” or “enemies”.  Party members can become friends or enemies to the various NPCs according to how they interact with them during the game.  If you attack someone and then run, you will be considered an enemy to that NPC.  If you save someone from drowning, you will become a friend to the person.  The possible interactions with NPCs will be huge and random.  The “wild” monsters in Everlasting Journey are either considered hostile or non-hostile.  If any NPC or character comes within sight range of hostile monsters, they will be attacked.  If the monsters are non-hostile, you will most likely not be attacked, unless you do something to become an enemy toward the monsters.

5-4-2001

Tasks that are being worked on:

Ed has recently obtained a 3D scanner that he will be using to introduce 3-Dimensional lifeforms into the system.  Ed has made several models which he will scan in pretty soon.  We are hoping this scanner will greatly increase the production speed of creatures.  Meanwhile, I have recently bought a house and have been very busy moving and setting things up there.  After things settle down in the next couple weeks, I will be focusing intensely on the game.  I have recently been working on the lifestyles and behavior of children in Everlasting Journey.  While I’m thinking about it, yes, you will be able to kill children if they get on your nerves.  I would just make sure no one else was around…

4-5-2001

Tasks that are being worked on:

I have begun creating the lifestyles and patterns for the unlimited NPCs (Non Player Characters).  The various non hostile beings in Everlasting Journey don’t just work or sit around.  They will travel to various places at different times, just like people would in the real world.  For those of you who have played Ultima 6, it will be similar, but much more advanced than that.

A store keeper for example, may close his/her store at 6:00pm or so and head over to the local tavern for a bite to eat.  Then, after having a little meal, the store keeper may head home and stay there for the night.  When the morning comes, the keeper would head back and reopen the store maybe around 7:00am.

Another example may be some local heroes or bounty hunters staying at a town somewhere.  They might stay at an inn where if you broke into their room forcefully, they would greet you rather violently.  You might observe this small band of adventurers leave the inn and go looking for monsters to kill.

The possibilities will be virtually endless because of the size of the game and the random variance produced.

3-2-2001

Tasks that are being worked on:

I have started creating various objects and furniture to be randomly placed inside buildings.  I have created barrels, chairs, tables, beds, cups, dishes, fireplaces, etc.  All of these items make the buildings in Everlasting Journey seem unique and rich with variance.  I will put up a few screenshots in the next month or so with some of these random buildings.


2-5-2001

Tasks that have been completed:

The structures for the various types of building functions are completed.  The various types of buildings are: morgue, shop, temple, inn, hospital, weaponsmith, armorsmith, blacksmith, fletcher, bakery, city hall, museum, training hall, guild, university, jail, hospital, home, arena, leatherworker, tailor, tavern, and bank.  I may add more in the future.  You will have the ability to join and work for different businesses if you have the appropriate skills required and you want to leave some party members to make some money.  The businesses are going to be extremely dynamic, and keep track of every possible worker and type of product sold or rendered.  This is a part of the game that will make Everlasting Journey very interesting and forever flowing with rich gameplay.

1-28-2001

Tasks that have been completed:

The algorithm for creating semi-transparent objects is completed.  This will allow me to create objects that can be partially seen through.  A few examples are: flames, stain glass windows, water, etc.

Created the ability for a group to enter and exit combat mode from anywhere as long as there are no hostile monsters within the combat range area.  The combat range area is a set radius around the group that I am still deciding on how large to make.  If there are hostile monsters, the only way to get out of combat mode is to leave the combat range radius (all the group members must flee) or kill the monsters.  The reason I decided to have this process is for reasons that are similar to Ultima 6.  This will allow a group to attack buildings, objects, and even innocent people if they want to.  Also, if a group is hiding or waiting to surprise another group, they can break into combat mode right when the group gets close enough and get one free round of attacks.

1-24-2001

Tasks that have been completed:

The algorithm for shadowing objects and people is completed.  It is a quick algorithm that will allow me to still use Direct Draw version 3.0 to keep compatible with Windows NT.  A lot of the newer enhancements to Direct Draw would make my job easier, but I don’t want to target specifically Windows 95, 98, ME, and 2000.  It always aggravated me when I would see a cool game that would not run on Windows NT.

1-6-2001

Tasks that have been completed:

Finished with smooth interaction of the Direct Draw surfaces and the Windows GDI surface for the graphics engine.  This will allow me to easily display text boxes, list boxes, and other various Windows dialogs with ease on the Direct Draw surfaces.

Created a tool to capture screenshots for the Direct Draw surfaces of the game.  This will be used to capture various scenarios in the game so that I can update the web site easier.

1-4-2001

Tasks that have been completed:

Movement of a single character across the map is completed.  The character travels around the various objects according to the movement algorithm.

Tasks that are being worked on:

Ed is in the beginning stage of animation for the characters, so expect to see graphics for a character within the next month or two.

12-10-2000

Tasks that have been completed:

The algorithm for finding the best path from the source to the target is completed.  It works excellent in most cases where the terrain is moderately complex to simple.  It always finds a path to the target if one exists, but I am going to make improvements so that it will find the best path with extremely complicated terrain.

11-28-2000

Tasks that have been completed:

Six buildings have been created.  I am planning on having over 100 different buildings.

The opening and closing of doors on the buildings is complete.

The entering of buildings is complete.

Depth perception when walking behind objects.

Object detection with mouse pointer.

Ability to determine transparent areas in images to allow exact distances and coordinates.

Ability for buildings to have an owner by having an owner’s deed.

Generation of random monsters depending on the terrain of the map.

10-28-2000

The graphics and animation for the game will be an ongoing process until the release of the game, so I will post information in regard to the graphics as pieces are finished.

Tasks that have been completed:

Random character generation

Guild functionality

Temple functionality

Shop functionality

Party and group movement across the map

Multi-Player engine for the game

The graphics engine for the game

Some combat functionality (swinging, thrusting, shooting, and throwing)

The game editor to create monsters, weapons, armor, spells, etc.

Party member statistics screen and information

Capability to save a Single-Player game (Multi-Player game saving will be accomplished later)

Terrain graphics

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