Difference between revisions of "Content:DB Milestone"

 
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{{PageHeaderChild|Content|DB Milestone 2}}
 
{{PageHeaderChild|Content|DB Milestone 2}}
 
{|style="table-layout:fixed; width: 100%;"
 
|{{TextBox
 
|Zones needing Content
 
|Zek, the Orcish Wastes<br/>The Feerrott<br/>Everfrost<br/>Nektulos Forrest<br/>Lavastorm|BackgroundColor=cedff2
 
|FontColor=000000}}
 
|{{TextBox
 
|Zones needing LUA scripts
 
|Enchanted Lands<br/><br/>For those just wanting to write scripts this zone has almost all the spawns in place. Contact Cynnar to let him know you want to write scripts for this zone.
 
|BackgroundColor=cedff2
 
|FontColor=000000
 
}}
 
|}
 
 
  
 
This milestone is an effort to take all the knowledge we learned from data in Milestone 1, all the features we implemented, and advancements in log parsing and design a much more thorough database for release. This development cycle will be extremely process-oriented, controlled, and monitored for accuracy by our development staff and Beta Testers. Our goal is to achieve the best gaming experience possible for the features currently implemented.  
 
This milestone is an effort to take all the knowledge we learned from data in Milestone 1, all the features we implemented, and advancements in log parsing and design a much more thorough database for release. This development cycle will be extremely process-oriented, controlled, and monitored for accuracy by our development staff and Beta Testers. Our goal is to achieve the best gaming experience possible for the features currently implemented.  
  
  
The Tasks of DB Milestone 2 will be more detailed than in previous content design, because now we are more sure of what we want. Adherence to these processes is absolutely mandatory -- no "renegade" zone building will be allowed. Do it how we instruct, or please don't do it at all.
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{{Header|Zones in this Milestone|BackgroundColor=000000|FontColor=ffffff}}
 
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The zones that will be included in the Milestone 2 are all of the classic zones better known as shattered lands.
 
 
== Task: [[DataDesigner|Database Designer]] ==
 
Raw Data is what we get from the collected packet logs. This data is 90% accurate and will be used as-is. However, there are many, many duplicates and other forms of redundant data that are unnecessary in the packet log collections that must be cleaned up. This is the job of the ''Database Designer''. By the time the Content Design team enters a zone, most of the Raw Data cleanup should already be done, and what you are left with is a workable, functioning zone filled with raw content.
 
 
 
 
 
'''Data Designer tasks are''':
 
*[[DataDesigner:RAWData#Processing_Packet_Logs|Process packet logs]] using the PacketParser tool
 
*[[DataDesigner:RAWData#Analyze_RAW_Data|Analyze RAW data]] to ensure accuracy
 
*[[DataDesigner:RAWData#Verify_RAW_Spawn_Data|Verify RAW data]] (zones, prepare for populate)
 
*[[DataDesigner:RAWData#Populate_World_Database|Populate World Database]] with the raw data (packetparser -populate command)
 
*Initial "[[DataDesigner:RAWData#Initial_Cleanup|population control]]" pass through zone using spawn Clean Up scripts (DB Editor)
 
*[[DataDesigner:RAWData#Enable_RAW_Zone|Enable RAW Zone]] for content team to enter (otherwise, RAW zones are '''*locked*''')
 
 
 
== Task: [[ContentDesigner|Content Designer]] ==
 
A Content Designer (aka, Zone Builder) must take the raw content that remains, and turn an otherwise lifeless zone into a functioning playground.
 
 
 
 
 
=== [[ContentDesigner:NPCs|NPCs]] ===
 
NPCs are the humanoid, interactive spawns in a zone that players communicate, accept quests from, and engage in combat with. The Content Designer's tasks for NPCs are:
 
 
 
*[[ContentDesigner:NPCs#Verify_Locations|Verify Spawn Locations]] - spawns are in their proper positions (static spawns, x,y,z,heading)
 
*[[ContentDesigner:NPCs#Verify_Appearances|Verify Spawn Appearances]] - that their colors/equipment are reasonable to what is in EQ2 Live
 
*[[ContentDesigner:NPCs#Wanderers|Wandering Dupes]] - starting point and paths, plus remove duplicates
 
*[[ContentDesigner:NPCs#Consolidation|Consolidate Spawns]] - that have level, size, or appearance differences only (see note)
 
*[[ContentDesigner:NPCs#Linked_Spawn_Groups|Linked Spawn Groups]] - (multi-spawn parties) of 2-6 NPCs and/or Boss encounters (see note)
 
*[[ContentDesigner:NPCs#Entity_Commands|Entity Commands]] - the right-click menus for each spawn
 
*[[ContentDesigner:NPCs#Spawn_Customization|Special Setups]] - special Equipment, Skills and Spells so they behave accordingly
 
*[[ContentDesigner:NPCs#Spawn_Scripts|Spawn Scripts]] - Design, develop and assign spawn scripts (see SCRIPTING below)
 
 
 
 
 
=== [[ContentDesigner:Objects|Objects]] ===
 
Objects are things like Statues, Rocks, Fences, generally objects in the zone that are not interacted with. Along with verifying most of the same information as with NPCs regarding placement and appearance:
 
 
 
 
 
*Verify position, [u]size[/u], heading of all Zone objects
 
*Delete duplicates of static Objects, like tents, sign posts, statues, etc.
 
*When object placement/correction is done, disable name, attack, targeting, level, etc.
 
 
 
 
 
=== [[ContentDesigner:Signs|Signs]] ===
 
Signs are usually found on sign posts, hanging over doors, and are the main triggers for zoning in EQ2Emulator (ie., click on a door which is actually a "sign" and you zone to a new location).
 
 
 
 
 
*Verify Sign text/descriptions are accurate
 
*Check the sign "type" is set (Generic = a sign on a wall/post, Zone = a zone point)
 
*[[DataDesigner:Signs#Heading_.26_Location|Verify Heading/Location]] information is set properly
 
*Remove duplicates, or spawn new signs where one may be missing from the collection
 
*If a Zone sign, verify zone_id and destination x,y,z coordinates
 
 
 
 
 
=== [[ContentDesigner:Widgets|Widgets]] ===
 
Widgets are interactive objects in the world, such as Doors or clickable objects for quests/triggers, etc. The biggest issue with doors is the open/close coordinates are off, or backwards. Due to a math flaw in the parser/population routines, 50% of our doors are wrong and must be fixed.
 
 
 
 
 
*Verify open and close heading of doors.
 
*Elevators/Lifts are not parsed properly, and must be setup.
 
*Verify coordinates (x,y,z), location and heading settings of all doors/clickables
 
*Build functionality of levers and switches
 
 
 
 
 
=== [[ContentDesigner:Groundspawns|GroundSpawns]] ===
 
The tasks for Ground Spawns are the same as all the above, with NPCs, Objects, Signs and Widgets. Ground Spawns can not only be harvesting nodes, but also quest items you pick up from the ground.
 
 
 
  
*[[ContentDesigner:Groundspawns#EQ2_Live|Observe Live]] - Observe the same area in EQ2Live's version of this zone and identify the Ground Spawn placements
 
*[[ContentDesigner:Groundspawns#RAW_Data|Pop Raw Data]] and observe areas to clean up
 
*[[ContentDesigner:Groundspawns#Building_Your_First_Node|First Node]] - decide where you want your "main" node to spawn
 
*[[ContentDesigner:Groundspawns#Combining_Nodes|Combine Nodes]] - Combine all nodes in the surrounding area to build an ''estimated'' '''spawn percentage''' value
 
*[[ContentDesigner:Groundspawns#Cleanup_Remaining_Junk|Remove excess nodes]]
 
*[[ContentDesigner:Groundspawns#Designing_Offsets|Offsets]] - Create valid Offsets for spawn location placements to emulate seemingly random spawn locations
 
*[[ContentDesigner:Groundspawns#Respawn/Expire_Timers|Pop/Depop]] - Determine depop/repop rates for a node.
 
*[[ContentDesigner:Groundspawns#Assigning_Rewards|Groundspawn Items]] - Build the Ground Spawn '''Items''' lists
 
*[[ContentDesigner:Groundspawns#Advanced_Groundspawns|Advanced Groundspawns]] - Advanced Groundspawn "grouping" options
 
  
== Task: LUA Scripting ==
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== Tassk: LUA Scripting ==
 
LUA.
 
LUA.
  

Latest revision as of 20:28, 13 July 2015

Content - DB Milestone 2

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This milestone is an effort to take all the knowledge we learned from data in Milestone 1, all the features we implemented, and advancements in log parsing and design a much more thorough database for release. This development cycle will be extremely process-oriented, controlled, and monitored for accuracy by our development staff and Beta Testers. Our goal is to achieve the best gaming experience possible for the features currently implemented.


Zones in this Milestone

The zones that will be included in the Milestone 2 are all of the classic zones better known as shattered lands.


Tassk: LUA Scripting

LUA.

  • SpawnScripts
  • SpellScripts
  • QuestScripts
  • ItemScripts
  • ZoneScripts


Task: Loot Designer

Loots.

  • Build Loot tables
  • Assign to Spawns
  • Smart Loot


Task: Spells Designer

Spells.

  • Spell Data
  • Spell Effects
  • Spell Scripting


Task: Server Data

There is data the server will not function without. We refer to this as "Core Data". Without this data, appearances or effects will not work, players will not have skills and etc. Below are the categories of Server Core Data, with pages linking to the many different types.


General Server Core Data

This Core data is crtical data that the server will not even start up without. While there are no real checks that the data provided is valid, without this information, EQ2World.exe will die.


Game-related Core Data

This Core data affects the game experience, whether it be appearances, commands the player can utilize, merchant lists, etc. While not mandatory, the gaming experience will be uneventful without this data.


Player-related Core Data

This Core data provides the newly created characters with the proper information on first-world entry. Things like default factions, items, spells, and where the player starts based on race/class combinations. These are otherwise known as "Starting Data".


NPC-related Core Data

This Core data are merely pre-configured NPC setups for things like NPC gear stats, spells and skills, furthering the customization of your NPCs. This is not NPC appearance data! See details within this link.


(this document is incomplete)