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Aurabelle
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[HUB] Coding, Scripting and Game Mechanics

If you're here, it's because I assume you're interested in the more technical aspects of Skywind: coding useful tools for other parts of the project, scripting new and exciting things with Papyrus, and implementing mechanics and other little things that help with immersion and playability (such as implementing new random events).

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Please read this wall of text, as it contains important information.

This is a thread where you will hopefully be able to see the kinds of tasks the team is working on in this department, keep up with any progress made, and of course, volunteer your help!

This thread is not for suggestions of cool things to do with the game: you'll find that here https://tesrenewal.com/forums/mechanics/skywind-game-mechani...       No promises your ideas will make it in, but we'll evaluate their plausibilty :)

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Current Tasks: https://docs.google.com/spreadsheets/d/1_knFHU3EGe6_KFVPN68k...

This link should take you to a spreadsheet detailing the current jobs and their claimants. If you are interested in any of these tasks, please speak to me BEFORE you start working. If you have any issues with the list of jobs there, please get hold of me in chat, rather than posting below. 

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Wanting to help?                                                                                               

All volunteers should be willing to stick this out to the end, and not afraid to learn something new if need be. Additionally, for those interested in game mechanics/scripting it's helpful if you:

  • (preferably) know some Papyrus, or have some experience with object-oriented programming. That makes it easier to pick up Papyrus :)
  • (preferably) have a pretty good understanding of the Creation Kit

 If you have experience in C# or C++, you could also be of use to us in the coding department, helping us build awesome helpful tools.

If you don't quite have those skills, never fear! There are loads of good tutorials out there to help out--it just takes time. I found http://www.creationkit.com/ a pretty good starting point. 

You can either PM me about your interest, or leave a little post below detailing your area of interest and any related experience. If you've made some awesome mods in the past and are willing to share some secrets with us, all the better! I'd love to hear from you. 

Any questions on the nature of this work are welcome, and I'll do my best to answer them! 

Edited by: Aurabelle on 11/27/2014 - 11:41
SquallyDaBeanz
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The yellow. MY EYES!! D:

The yellow. MY EYES!! D:

Edit: It is now blue font. My eyes thank you.

aretea
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Just out of curiosity, is

Just out of curiosity, is Smerk gone? I thought he was the head of the mechanics dept.?

Aurabelle
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Aretea: Smerk is not really

Aretea: Smerk is not really in a position to work on the project (as far as I know), and we kind of needed to have someone around to actively organize everyone. So I got offered the job, for a short while at least :)

Nordwin
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I am interested in helping to

I am interested in helping to create Skywind. I have quite some experience with OOP languages such as Java and C++. I also have a basic idea of the Morrowind Construction Kit, but never was doing a lot with it instead of messing around. I also have no idea of Papyrus (why are you even using such  an indie language? I have actually never heard of it before o.O), but a good understanding of basic, especially object orientated, programming concepts. Nevertheless I enjoy learning new things and I am willing to spend some time doing so.

I am studying and only have time for smaller tasks, like scripts or any kind of tools. At the moment (which means at least until Feb) I cant work on big projects, since I already have a lot to do for varsity and my job, but I think since this is a no-budget development, most of the other people have the same problem.

Just leave me a message where I can come in handy or if you need my help at all or if not..

marsher
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Nordwin wrote:I also have no

Nordwin wrote:

I also have no idea of Papyrus (why are you even using such  an indie language? I have actually never heard of it before o.O)

Papyrus is Bethesda's scripting language. Scripts are written in (or imported into) the creation kit.

Aurabelle
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Hey Nordwin!

Hey Nordwin!

We can definitely use you if you can spare the time--even if we have to wait until February for that. I understand how busy study can be, since I'm studying too :)

Papyrus is the language used with the Skyrim engine, which is why its necessary for us to use it too. I probably should have written that the description, whoops. Anyway. If you can Java, you can totally Papyrus, and I'm happy to help you learn if I can. 

I can't really give you the specifics of any tasks you might be working on at this stage (namely because I'm still organizing it!) but I'll be in touch as soon as I know. I'm sure we can find some tasks to suit you, you'll just have to be a little patient while I sort things out :)

Welcome aboard!

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Papyrus isn't an Indie

Papyrus isn't an Indie language (such as an unknown independent product). Papyrus is the coding language of TES5 that Beth created. As in, we don't have a choice, the game's software creator created it; therefore we have to use it. That by no means is an assumption that the rest of us like it. We just don't have a choice in the matter. If you want to script for events in Skywind, you have to learn Papyrus. Simple as that.

As such, anyone who can use it well would be welcome to help me in improving the poorly written scripts I've already designed.

Nordwin
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Thanks for your explanations!

Thanks for your explanations! I was revisiting the CreationKit after posting here and one of the first thing I saw was the "Papyrus Script Manager" ^^.

For now I will be fine working some more with the CreationKit and getting used to Papyrus. If you organized everything you can come back to me and give me a specific task.

CAzevedo
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Hello everyone.

Hello everyone.

I'm a computer engineer working fulltime as a systems engineer but wish to help with the project. I am interested in working in the game development industry, but since I'm Brazilian, it is a lot harder than normal to convince International companies to employ me without some concrete evidence of my skills. That's where Skywind seems like a good fit for me.

I want to join and help the Skywind project to increase my knowledge and work experience, as well as help port one of my all time favorite games so others can experience the incredible work that is Morrowind.

I am working full time so my time is somewhat limited, but I am confident in my skills to deliver well-written, documented and maintainable code.

Contact me through my email if you could use any of my skills for the project, I am more than happy to assist.

Aurabelle
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Hey CAzevedo, nice to see

Hey CAzevedo, nice to see another volunteer!

I've sent you an email :)

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Hi there. I think I'm just

Hi there. I think I'm just about ready to start contributing after hanging around and familiarizing myself with CK and papyrus for about two weeks. I'm experienced in OOP programing and have experience modding in various engines. I am also experienced in working with a development team. I also have a pretty large amount of free time currently. 

Let me know what I can contribute.

Aurabelle
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Current Tasks has been

Current Tasks has been updated! :)

This list is subject to change, and is not finalized. 

Remember that if you have issues or suggestions with it, you need to chat with me, NOT post here. Suggestions can be posted in the other thread linked above for that particular purpose. 

If you wish to put a claim in, you'll need to contact me so we can see if it'll work out. If there is a claim on something you'd be interested in, Iet me know: a team effort may be required to get it done :) 

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Traps on doors and chests

Traps on doors and chests using probes is already done. Traps in hallways and the like are not (I don't think Morrowind had these anyway). The script for using a probe doesn't take into consideration which kind of probe since you can't hold them anyway. That is a possible improvement. Also, the traps on the doors don't seem to work very well. So that needs to be reviewed as well.

The mod package is already posted here but not in version 9.5 I believe. Therefore, call it 50% done.

alysander
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(i am not sure if this 100%

(i am not sure if this 100% relevant to this topic)
Basic modifications with plants&animals that would be nice to have in Skywind (and that wasnt in MW):
  + plants changing model/appearance when ingredient is picked (as rule in Skyrim, mostly applied in Skywind)
  + can we have different corpse models of animals when it's parts are picked? (what surplus work this need?)
  + plants can give many portions of ingredient (skyrim have 2 with perks, many mods fix it)
  + animals can give realistic count of portions of meat (to 4-7) and give more different ingredients and materials
  + with skyrim paradigm of ingredients and materials would be nice to treat items corresponding: gems,
  dwemer_metal and skins could be materials, not ingredients. Instead as ingredients some new items can be
  used (dwemer_oil, alit's_eye and so on)


 

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Adding to that concept, I'd

Adding to that concept, I'd like to change the ingredient gems/ore to dust versions. After all, no one is going to try to "drink" ebony ore but they would mix a powdered version with some other ingredient. That way, the player can decide if they want to use the gem/ore for smithing or for alchemy.

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Yeah. That would be nice to

Yeah. That would be nice to have grinder (as craft station) that convert some materials to dust (like flour and bonemill).
But maybe this need to be limited for organic materials : 'magic properties' associated with drugs mostly. Even in games.

SBB64: as you are working on behaviour i have request for you. Slaves in caves can use animation 'tied with rope on knees';

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So, the spreadsheet doesn't

So, the spreadsheet doesn't show that anyone is working on the perk/skill overhaul, but that it is in the planning stages. Who is in charge of that? I'm thinking of taking certain perk types into consideration in the scripting that determines whether or not a given enemy will surrender. It would be nice to have some idea of what perks will be available. I guess it's not terribly crucial right now; I'm just curious if there is anyone actually working on this yet.

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I'm currently running the

I'm currently running the planning of this overhaul (obviously with some help from others), and I'm totally open to suggestions for cool new perks and things if you have any :)

A thread for this is probably going to have to be a thing. 

 

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Honestly, that isn't

Honestly, that isn't something about which I've thought a whole lot. I was just thinking of adding an intimidate or bluff perk to the player variable in the surrender formula. This variable will take into account things like player infamy, as well as equipped armor and weapon base monetary value, since that makes the most sense to me in terms of the quick visual judgments an enemy could reasonably make about his or her chances in a fight. Anyway, this probably isn't the right place to talk about this. If you make a thread about perks, I will contribute any ideas I have, such as they are.

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Is there more work to be had

Is there more work to be had here? I'm not sure how much of a resume you need, but I have a ton of programming experience (none in Papyrus, but I pick up languages quickly). I don't know how to get started and I don't know where I'll best be used, but I'd be happy to lend a hand.

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Kevin Andrews wrote:

Kevin Andrews wrote:

Is there more work to be had here? I'm not sure how much of a resume you need, but I have a ton of programming experience (none in Papyrus, but I pick up languages quickly). I don't know how to get started and I don't know where I'll best be used, but I'd be happy to lend a hand.

Ditto. I've posted to the recruitment forum but going to echo here. Got some experience with C# and using various engines, and used Creation Kit and Construction Set before. The engines and most of my own work were Object Orientated so that's a transferable skill. Also made some UML diagrams and stuff before, if that's of any use here?

Not worked with Papyrus before but I'm sure I can pick it up quickly enough and do some good with it.

Any help needed?