Difference between revisions of "Content:Content Designer"
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{{PageHeaderChild|Content|Content Designer}} | {{PageHeaderChild|Content|Content Designer}} | ||
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{{Header|Signs|BackgroundColor=3d78b4|FontColor=ffffff}} | {{Header|Signs|BackgroundColor=3d78b4|FontColor=ffffff}} | ||
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). | 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). | ||
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{|style="table-layout:fixed; width: 100%;" | {|style="table-layout:fixed; width: 100%;" | ||
|{{TextBox | |{{TextBox | ||
|Developer Task | |Developer Task | ||
| − | | | + | |*Verify Sign text/descriptions are accurate. |
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| − | *Verify Sign text/descriptions are accurate. | ||
*Check the sign "type" is set (Generic equals a sign on a wall/post, Zone equals a zone point) | *Check the sign "type" is set (Generic equals a sign on a wall/post, Zone equals a zone point) | ||
*[[DataDesigner:Signs#Heading_.26_Location|Verify Heading/Location]] information is set properly | *[[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 | *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 | *If a Zone sign, verify zone_id and destination x,y,z coordinates | ||
| − | |BackgroundColor= | + | |BackgroundColor=ffffff |
|FontColor=000000}} | |FontColor=000000}} | ||
|} | |} | ||
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| + | {{Header|Objects|BackgroundColor=3d78b4|FontColor=ffffff}} | ||
| + | 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: | ||
{|style="table-layout:fixed; width: 100%;" | {|style="table-layout:fixed; width: 100%;" | ||
|{{TextBox | |{{TextBox | ||
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| − | | | + | |*Verify position, '''size''', heading of all Zone objects |
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| − | *Verify position, '''size''', heading of all Zone objects | ||
*Delete duplicates of static Objects, like tents, sign posts, statues, etc. | *Delete duplicates of static Objects, like tents, sign posts, statues, etc. | ||
*When object placement/correction is done, disable name, attack, targeting, level, etc. | *When object placement/correction is done, disable name, attack, targeting, level, etc. | ||
| − | |BackgroundColor= | + | |BackgroundColor=ffffff |
|FontColor=000000}} | |FontColor=000000}} | ||
|} | |} | ||
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| + | {{Header|Widgets|BackgroundColor=3d78b4|FontColor=ffffff}} | ||
| + | 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. | ||
{|style="table-layout:fixed; width: 100%;" | {|style="table-layout:fixed; width: 100%;" | ||
|{{TextBox | |{{TextBox | ||
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| − | | | + | |*Verify open and close heading of doors. |
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| − | *Verify open and close heading of doors. | ||
*Elevators/Lifts are not parsed properly, and must be setup. | *Elevators/Lifts are not parsed properly, and must be setup. | ||
*Verify coordinates (x,y,z), location and heading settings of all doors/clickables | *Verify coordinates (x,y,z), location and heading settings of all doors/clickables | ||
*Build functionality of levers and switches | *Build functionality of levers and switches | ||
| − | + | |BackgroundColor=ffffff | |
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| − | |BackgroundColor= | ||
|FontColor=000000}} | |FontColor=000000}} | ||
|} | |} | ||
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| + | {{Header|Groundspawns|BackgroundColor=3d78b4|FontColor=ffffff}} | ||
| + | Ground spawns are harvestable items usually picked up by Gathering. These items are made up of things like harvest nodes, ? or shiny, ! or pages, and quest items on the ground. | ||
{|style="table-layout:fixed; width: 100%;" | {|style="table-layout:fixed; width: 100%;" | ||
|{{TextBox | |{{TextBox | ||
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| − | | | + | |*[[ContentDesigner:Groundspawns#EQ2_Live|Observe Live]] - Observe the same area in EQ2Live's version of this zone and identify the Ground Spawn placements |
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| − | *[[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#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#Building_Your_First_Node|First Node]] - decide where you want your "main" node to spawn | ||
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*[[ContentDesigner:Groundspawns#Assigning_Rewards|Groundspawn Items]] - Build the Ground Spawn '''Items''' lists | *[[ContentDesigner:Groundspawns#Assigning_Rewards|Groundspawn Items]] - Build the Ground Spawn '''Items''' lists | ||
*[[ContentDesigner:Groundspawns#Advanced_Groundspawns|Advanced Groundspawns]] - Advanced Groundspawn "grouping" options | *[[ContentDesigner:Groundspawns#Advanced_Groundspawns|Advanced Groundspawns]] - Advanced Groundspawn "grouping" options | ||
| − | |BackgroundColor= | + | |BackgroundColor=ffffff |
|FontColor=000000}} | |FontColor=000000}} | ||
|} | |} | ||
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| + | {{Header|NPC|BackgroundColor=3d78b4|FontColor=ffffff}} | ||
| + | NPCs are the humanoid, interactive spawns in a zone that players communicate, accept quests from, and engage in combat with. | ||
{|style="table-layout:fixed; width: 100%;" | {|style="table-layout:fixed; width: 100%;" | ||
|{{TextBox | |{{TextBox | ||
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| − | | | + | |*[[ContentDesigner:NPCs#Verify_Locations|Verify Spawn Locations]] - spawns are in their proper positions (static spawns, x,y,z,heading) |
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| − | *[[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#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#Wanderers|Wandering Dupes]] - starting point and paths, plus remove duplicates | ||
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*[[ContentDesigner:NPCs#Spawn_Customization|Special Setups]] - special Equipment, Skills and Spells so they behave accordingly | *[[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 | *[[ContentDesigner:NPCs#Spawn_Scripts|Spawn Scripts]] - Design, develop and assign spawn scripts | ||
| − | |BackgroundColor= | + | |BackgroundColor=ffffff |
|FontColor=000000}} | |FontColor=000000}} | ||
|} | |} | ||
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{{Header|Links|BackgroundColor=3d78b4|FontColor=ffffff}} | {{Header|Links|BackgroundColor=3d78b4|FontColor=ffffff}} | ||
[[ContentDesigner:Verify_&_Observe|Verify & Observe]] | [[ContentDesigner:Verify_&_Observe|Verify & Observe]] | ||
Revision as of 18:29, 4 August 2015
Content - Content Designer
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A content designer's task involve spawning signs, objects, widgets, ground spawns, and NPCs in that order. This is achieved by using a combination of the web database editor, commonly known as DB Editor, and the client itself. Below is information to help turn a unpopulated zone into one filled with everything from harvest nodes to monsters.
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).
Developer Task
|
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:
Developer Task
|
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.
Developer Task
|
Ground spawns are harvestable items usually picked up by Gathering. These items are made up of things like harvest nodes, ? or shiny, ! or pages, and quest items on the ground.
Developer Task
|
NPCs are the humanoid, interactive spawns in a zone that players communicate, accept quests from, and engage in combat with.
Developer Task
|