Ultima Rebirth Dev Notes

Thursday, August 25, 2005

Mockup of Rebirth .01 Done

Just finished some bitmaps that show pretty much what this release will look like.

Now I can start work on the studio.

Monday, August 22, 2005

Changes to the Team

Erstam the Mad Mage has gone on to better things. So we are down to 1 member now. Just me.

Thursday, August 18, 2005

Web Site Upgrade & FAQ update

The website was upgraded to php to make things easier to update.
Also the FAQ was updated so the information is current.

Saturday, August 13, 2005

Designs done for .01 Version

The .01 of the core rules is done.
The .01 of the world design is done.
The .01 design of dawn is done.

Wednesday, August 10, 2005

Planning Release .01 update -- Core Rules

The core rules are kind of a cross between d20 and ultima online.
The basics are d20 with a 1000 die. Like UO there will be no generic level, and profession. Professions are determined by your skills. Level is determined by your skill level. There are 8 levels for each skill. (8 because ultima is about 8's). Also what you can do is determined by your skill rank not your generic level. so feats like crafting magic items are now tied to your magery skill rather than your level. Which means that fighters can craft magic items and cast spells.

d20 similarities: Skill checks(most) are based on a difficulty rating. you roll your d1000 add your skill rank +/- bonus/penalties if the number is greater than the difficulty then its a success. 1 and 1000 are special 1 is failure, 1000 is success.

There will probably be taking a 10 or a 20 too, but thats not been looked at right now.

like d20 there are Challenge Ratings. You progress in a skill on a successful check if the challenge was high enough. if it was 3 levels below you or more, like a GM doing expert work, you get nothing. if it was with in 2 levels you get a minor increase. if it was equal to your level you get a better increase but its still small. the only way to get a good increase is to do things that are hard for you. there is a cap of 5% for a gain, so a novice that gets 1000 cant become an instant grand master.

NPCs:
Non Player Characters that aren't playable, are going to be simplified so only combat skills will be defined. Their skills will be mostly for show, since what they produce and contribute to each town is calculated.

Planning Release .01 update -- Town Design

The town of dawn was selected as first. Before any one complains. I really didn't understand why dawn was removed from the series. It seemed to be cut because of lack of programming resources. I liked it so I put it back in.

Dawn is a self sufficient town, none of the others are. This is good for trying to build the first town because we don't need britain or paws, or jhelom. Its only in britannia for 1 hour a day so we can implement it in the void for now. Most items are made in dawn, and at the master level or grandmaster level so by finishing it we'll have a lot done. dawn will look more like britain or trinsic in the void. it won't look like moonglow its not a city of mages so the buildings will be reused in other cities.

Dawn is surrounded by a magical wall. this wall protects them from the nightwalkers that constantly try to get into the city while its in the void. Also when the city reappears any pcs, monsters,objects, or animals will be pushed to the edge of the city. Trees will appear in the city. These trees can't be cut down. Buildings cant be placed in dawn's brittania spot. they can be placed in dawn its self.

Teleporting to Dawn will be possible but when its in the void the skill check will be legendary > 100.

Dawn's major distinctions are the clock tower in the center. The temple, which is the only place after u3 that you can learn the piety skill. There are no healers in dawn because of the priests. Then the last distinction is the Hall of Twilight, which has the Twilight Guard. The Twilight Guard protects the city from the nightwalkers. They are all Adepts or Masters. Crime doesn't exist in dawn, but the twilight guard would probably be called if you steal something. And where are you going to go? the area around dawn is pretty small unless its in britannia. hopelfully unless you are sneaky and don't get caught you'd have to be a GM inorder to survive stealling in dawn.

I'll be nicer in the other cities for theft. But for dawn crime just doesn't make sense for it.

Just remember crime by the PC will be allowed, but it has consequences. Virtue powers will diminish as you do bad things. But the Anti Virtue powers will increase. in u4 there will be no way to win if you are not an avatar. So you'll eventually have to repent.

Planning Release .01 update -- World Design

The .01 World Design is comming along. We have a composite map of Brittannia. It has plots of where ultima 3 cities would have been, escpecially dawn if the continent in u3 where what we all knew and loved. It has all islands that were in u5,u6,and u7(some of these wont appear until those games). It has all the towns: moonglow,britain,jhelom,skara brae,yew,minoc, magnencia, trinsic, paws, dawn, and vesper. the 4 castles are there too. In u4 the castles will be lonely, in u5 and on there will start to be more buildings around the castles. by u7 lb's castle will be surrounded by britain, and britain will touch paws. in u4 the cities are roughly the same size, but as the saga progresses britain will be huge, trinsic will be big, vesper will be big, moonglow won't really get bigger or smaller. A small town is about 100 NPCs. All NPCs will have some purpose for economy if not for story.

Saturday, August 06, 2005

Ultima 3 changes

Ultima 3 and Ultima 1 will be using a map similar to utima 4 through 7. This change is to make things eaiser. This places monitor south of what will be trinsic. Death gultch will be on one of the islands north of moonglow.


Dawn is planned for ultima 4 through 9. So it will be in the southern part of britannia.

Tuesday, July 26, 2005

Rebirth Restrictions

Rebirth will be restricted to what is needed to do ultima 1-9, plus savage and martian. Unfortunatly lots had to be cut. Sorry this is a hobby it will never get done if I let the scope creep.

Rebirth Update

This project is not dead. Lots of things got in the way. This is a hobby so it gets pushed back a lot. I'll be updating sourceforge with tasks for the first planning build. I don't know what kind of time frame yet for that release, because there is artwork involved. This is a planning build so it wont be distributed. Sourceforge will be updated soon with the tasks.

Monday, April 04, 2005

Rebirth Studio Progress

So far this week has been just understanding compression for the package files. Unfortunatly my own simple algorithms are too slow for compressing. Wicked fast though for decompressing.

So because of that I decided that zip's deflate is good enough. zziplib I can't get to compile, and I can't get their binary working with the dependent zlib binary. I always get a missing function error. The zlib binary I got working with the contrib/minizip pgm, after a lot of work on my part.

Minizip used some really archaic C language function declarations that aren't compilant with the latest C or C++ standard so my compiler blew chunks on it. It works now, even with g++ not just gcc.

The idea was to extract a piece of a zipped file into memory rather than going to a file. this way huge files take up a lot less space and don't require me to put the hole file in memory.

My progress so far my pgm doesn't work yet. I'm trying to extract both a stored file and a deflated file. I've got it working to the point where the file ends. I have a bug in my end of stream detection routine. This bug seems to be for both stored and deflated. At least inflate is working, one step forward. But now I consoladated code because the stored and deflated code was similar and I broke end of stream on stored files, two steps back.

Rebirth Studio Progress

So far this week has been just understanding compression for the package files. Unfortunatly my own simple algorithms are too slow for compressing. Wicked fast though for decompressing.

So because of that I decided that zip's deflate is good enough. zziplib I can't get to compile, and I can't get their binary working with the dependent zlib binary. I always get a missing function error. The zlib binary I got working with the contrib/minizip pgm, after a lot of work on my part.

Minizip used some really archaic C language function declarations that aren't compilant with the latest C or C++ standard so my compiler blew chunks on it. It works now, even with g++ not just gcc.

The idea was to extract a piece of a zipped file into memory rather than going to a file. this way huge files take up a lot less space and don't require me to put the hole file in memory.

My progress so far my pgm doesn't work yet. I'm trying to extract both a stored file and a deflated file. I've got it working to the point where the file ends. I have a bug in my end of stream detection routine. This bug seems to be for both stored and deflated. At least inflate is working, one step forward. But now I consoladated code because the stored and deflated code was similar and I broke end of stream on stored files, two steps back.

Saturday, March 26, 2005

Project is still Alive

This project is still alive. I've been caught up in other things hand haven't had time to work on it in a couple months. Between moving and my day job I haven't had a lot of time. Anyway my initial approch was probably not the best. I was trying to build it from the bottom up. Unfortunatly my idea for for having test files to make the customizable parts, made those text files hard to manage. The sear amount of data for the world file, it was difficult to type in.

So I decided to to start with the world builder first,and try to have the engine and the world builder share code.

Sunday, January 02, 2005

Update on sound effects

After my practice program with SDL_Mixer, I've decided that I will not support MP3s. All the other music files SDL_Mixer supports will be supported. However Ogg files will be the ones tested. Also sound effects will be in WAV format.

The reason for no MP3 support is because I couldn't get the SMPEG library to work with the SDL_Mixer library. I didn't want to recompile it, and converting an MP3 to an Ogg isn't hard, and its free. Plus the libogg is well supported and open source.