Content Designers: Tasks

Discussions of the design and development of in-game content.

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John Adams
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Content Designers: Tasks

Post by John Adams » Sat Jul 19, 2008 7:15 pm

As I mentioned in the recruiting post, the job of the Content Designer is to take the raw, ugly, nasty data we get from the Parser (which for the most part is not so ugly anymore), and shape it into playable data that mimics the EQ2 live experience. Let's start out with identifying the tasks at hand to get one single zone fully functional for Beta Testers. I'll begin with the list of things I've been doing on my private server, and hopefully you can add to this list, or correct me if I have been doing something wrong.

Content Design tasks include, but are not limited to:

NPCs: (non-combat)
Population: First round, clean up dupes and create/place NPCs that are missing in an area of a zone.
Placement: Place NPCs at the expected coordinates, facing the right direction. Stationary NPCs should already be placed, but wanders need a logical "starting point", usually when the zone activates, they spawn and start moving from this point.
Appearance: Should match the Live version of the NPC as close as possible. Many attributes include skin color/age, eyes, hair, facial, armor, weapon(s), etc.
Movement: Create movement patterns of individual and group NPCs to mimic the live NPCs. This is done in SpawnScript LUA files assigned to the NPC in their `zonespawngroup`. Movement, interaction, and reactionary responses can all be handled from the spawn scripts.
Interaction: Not only "proximity" responses from the SpawnScripts, but also ensure all possible commands on a given NPC are available (Hail, Assist, Find NPC, Sell to Merchant, etc).
Merchants/Trainers: Build the merchant lists with proper values for items sold and purchased.
MOBs: (stuff we kill)
Repeat of the same work on NPCs for population, placement, appearance, and movement.
Interaction: Added complexity of KOS, group attack, spell casting onto the MOB and from the MOB onto you. Again, I believe most of this is handled in the SpawnScripts, but there might be a certain level of AI that occurs in the server that Lethalencounter might need to elaborate on.
Loot/Items:
While the collector/parser should gather most of this info...
Items Appearance: Items should look like players expect them to look. A sword shouldn't look like a shovel.
Item Effects: Some items have effects (from clicky spells, augments/buffs, or simple visual sparklies).
Item Stats: Change any stats that are reported incorrect by testers of the community players.
Loot Tables: MOBs invariably drop loot. Using ACCURATE loot resources from the web, we likely need to recreate loot tables from scratch. The collector does not see what a mob drops unless you kill it.
Harvesting: Harvesting nodes need loot too! The proper action (command) needs to be available on double-click or right-click, and the rewards should be like EQ2 live; how there are 3 successful harvests out of 'x' tries? (can't remember)
Objects:
Zone Points: "Widgets" that act as our zone points need to engage at the right point and place the character (or group) at their proper destination. Note that some zone points do not require a click -- I am still not sure how to emulate that, unless we plan to use invisible men and proximity?
Doors: Need doors to start Closed, and hung on their hinges properly. This should be handled during collection, but in the case where it is not, they need to be tweaked to open/close properly and look well placed.
Signs: Cursoring over a sign should show the text of the sign. Some signs offer interaction, which are instead "widgets".
Widgets: Things like the "Wanted" posters, or writing desks that offer writs or quests, need all their options available to testers. The Quests that work with these are discussed later.
Chests: Options to examine, disarm, open, etc. Chests explode, yes? Does this mean they get a SpawnScript?
Books: Books open and tell their story, give a quests, or grant an ability.
Quests:
Quests are still in development, but here's some generic tasks related to them.
Quest Givers: NPCs, Objects and Items may give out quests. Provide those interactions via DB and/or quest scripts.
Quest Text: Mostly, quests are given through a series of dialogs. All text should be present, and match voice-overs where applicable.
Talk-Tree: As mentioned, some NPCs "speak" their dialog as well as display it. Not sure how this will be implemented yet.
Rewards: Quest completion yields rewards either immediately, or after a hand-in or converstion with the quest giver.
Scripting:
Spells: The client passes a spell command to the server, which sends parameters to the Spells LUA file. Scripts need to be written that handle all types of spells being cast.
Quests: Quests will likely be the biggest scripting task, since they are so detailed. We can discuss this one separately.
SpawnScripts (interaction): This is what the NPC does when you intentionally interact with it. Hail, Attack. These are scripted events.
SpawnScripts (movement): NPCs wander, so scripts need to be written to generate that action.
SpawnScripts (reaction): Shooting an arrow at an NPC will cause it to attack you - that's part of the server AI. But other reactions, like bad faction, KOS, you smell bad, could make an NPC attack or hail/talk to you without you doing anything but coming close (proximity).
That's my list, tho I feel I have missed something. Anyone got anything they think is Content Designer related?

PS: I am moving the skills/abilities and similar "static" data to the main DB Design team, since that stuff is not necessarily zone content.
John Adams
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux

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John Adams
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Post by John Adams » Tue Jul 29, 2008 5:43 pm

I started adding some posts on how to do various tasks and what we need done in detail. I'm sure it's confusing, so please ask questions if you have any.
We're not yet ready to start editing our world content globally.
I would like to have the major (original) city areas done before beta, but we should take it slow to get our Content legs before going too much farther out from Qeynos or Freeport and surrounding hoods.
Perfect scenario is that we get the good and evil Islands 100%. There really is no need for much more than that to beta test the server. There is so much to even these 2 zones, it will take us months to sort out.
That's all the time I have for writing. Anyone who is on the Content Design team who wants to mess with this stuff on TessEQ2, PM me with your character name and I'll give you rights to edit. I have backups in case something goes wrong ;)

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Post by bobbydole » Wed Jul 30, 2008 8:20 am

John Adams wrote:I started adding some posts on how to do various tasks and what we need done in detail. I'm sure it's confusing, so please ask questions if you have any.
We're not yet ready to start editing our world content globally.
I would like to have the major (original) city areas done before beta, but we should take it slow to get our Content legs before going too much farther out from Qeynos or Freeport and surrounding hoods.
Perfect scenario is that we get the good and evil Islands 100%. There really is no need for much more than that to beta test the server. There is so much to even these 2 zones, it will take us months to sort out.
That's all the time I have for writing. Anyone who is on the Content Design team who wants to mess with this stuff on TessEQ2, PM me with your character name and I'll give you rights to edit. I have backups in case something goes wrong ;)
What's the current status of the content we have? It sounds like there's something in the db, but I'm not quite sure what.
Should I just jump in on the island, or should i start collecting logs for any of the areas around
qeynos?

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John Adams
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Post by John Adams » Wed Jul 30, 2008 5:00 pm

As stated elsewhere, I do not really want folks to just grab their own Server/DB and start "cleaning things up". While it doesn't need to be complicated, there does need to be some semblance of order and organization. So for the DB editing/cleaning, I'll be using my datasource for now. Those on the Content Team who want to "clean" a zone can come to my server and make a char, PM me who you are, and I'll give you rights.
The reason I say we may not be quite ready is in some of the data analysis that has gone on for months... usually just before I start dragging people into data cleansing, I find something that is "off" and needs more analysis. Over-analysing, I am sure. Nonetheless, it's important to get this right the first time - not 5 years down the road. :)
If you can collect, by all means, collect. Freeport areas could use collecting. Qeynos is pretty over-collected right now, though we could use another pass through all the merchants and quest dialogs. Can never have too many of those.
As for what to do with your collects once you have them, again, PM me or one of the DB team and we can organize a drop-off FTP or something.

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