Wednesday, September 9, 2009

...and work still continues on the Earth and Beyond galaxy. So much has changed over the past few months, and we continue to grow closer and closer to completion. Almost all sectors are in, almost all missions, mobs, items, NPCs, skills are all working too! Almost all buffs and such are working also. Just a few minor problems with optimising the server code are left to sort out, and you can help us with that! We're conducting Stress Test #3 right now, and have opened up new user registration to everyone and anyone. Come join us, today.

Make sure to visit http://www.enb-emulator.com and catch up on the forums and latest patches and information on your favorite game!

Tuesday, January 6, 2009

...and another new year!

Wow... did we totally forget about our blog, or what? Well you wouldn't believe how much progress the past year has seen! Our team is really amazing. We've lost a couple members, but gained a couple x 10 I think. We reorganized a couple times, focusing teams on each sector, then groups of systems, and now by race. The database is nearly complete, from where we were last year with it mostly empty. We started our first Beta/Stress Test on December 22, 2008, and it is still running as I type, and will run for a few weeks longer, at least. Our forums are well over 5000 strong.

What is left? A lot. We're very close to completion, but some really important things remain, including:
- final QC on items, to ensure accuracy as well as completion
- creating missions, there were a TON more than most players realized
- writing and developing a script system
- finish data entry on mobs, mob loot, and creating an AI
- coding a job terminal system, and creating a job database and randomisation schema
- designing and implementing a PvP system (my new job)

New Team Leads include Kenu - Jenquai, Freaklord - Progen, Elana - Terran, Cookoo - Independent/Pirate factions. I like Jenquai and some of the pirates a lot, so I expect to work closely with Kenu and Cookoo on stuff like Jenq and Chavez, while PvP design is slow. Did I mention I speak spanish?

"Hola Diablos, nos musica toce, pero no aye para ti! Adios Dragons!" Chavez had scripted dialogue in space, and mob vs. mob battles with Red Dragons, sometimes very big ones lasting several minutes, sometimes just random encounters.

Visit us!
http://www.enb-emulator.com/ sign up for the stress test, sign up for the forums, and see Earth... and Beyond!

"Su musica es desvanecido! Adios..."

Monday, January 28, 2008

A new year...

...and many new things. In the Sector and Content Development team we've had a lot going on so far in only one short month:
- a final sort on all nav points properties and other fun objects in space
- map templates to help us design and fill in sectors
- databases and planning spreadsheets to help us design sectors
- an outline and overview of the whole galaxy's progression
- agreements, arguements, strawberries, and random deng denging. Yes, we're all a bit loco, but glad to be bringing the community this awesome game.

Arrr till next time...
Your Corporate Space Pirate - Ghent

Friday, December 28, 2007

EnB Emu Galactic Map


After about a years worth of research, countless cups of coffee, many a headache and several nights of Insomnia I've almost completed the EnB Emulators Galactic Map. The map shows all the sectors intended to be created over the course of the games storyline, it is in no way set in stone and doesn't indicate what will be in the emulator immediatly at public release, but it gives you an idea of what we are aiming for with the Galaxy. There has been a few revisons in places to accomadate the fact that the original storyline material we have access to has many conflicts in it. The map is at a standard desktop ratio for those that may want it for desktop images.




Monday, December 24, 2007

Progress on the Betaserver

Tienbau did some major changes on the serverside with the new Sockettest V0.99 and some other nice tidbits.
Improvements include:
Total overhall of moment system to the extend that now you should not be turned around after thrusting around a bit and starting an action like Mining or Warping. Combat movement and movement on thrusters is always energetic and the old system couldn't keep up. The new system does this flawlessly. Freewarp is now more accurate, so is overall control of your ship. You can park your ship nose to nose against another player now that's control.

Missles and Projectiles.
Yes they are in !! To play around with these go to starbase 10651 for projectiles and starbase 10151 for missiles.
When you dock at the before mentioned stations the missile and projectile skill will be enabled.

Getting a missle launcher or Projectile launcher.
For the missle weapon type in broadcast /createitem 2678 and for the projectile launcher /createitem 3050

Last item for Tienbau was refining of some GM commands that will be available for Devs and GM's some verry nice ones if i may add. GM's or Devs will be able to take over control of any object in game yes even planets stations and mobs.

Dima did some great work too. About 300 changes / updates / housekeeping in the Aux packets improving not only gameplay but performance for the aux classes.

Overall a very nice Update to the server and backend.

Tuesday, December 18, 2007

Vendor List

PrometheusNL was generous enough to set us up with a compiled version of what stations sold at vendors, the link to the files can be found here. This list isn't fully complete and still needs some editing, in some fields, so any contributions are welcome.

Initial Storyline Setup

After returning from the void after an extended leave of absence I have begun, once again to work on the games storyline. At this time I am sifting though all the current information we have and finalizing a Galactic Map with what sectors the game will have at release and beyond. Once this is in place it will be alot easier for the team to work on the storyline and the galaxies evolution. I am also working on missing classes starting sectors (along with Tbohner and Herak). I'm not sure when they will make it into a release, but work has begun on them for the future implementation of the classes regardless. The thought behind this is that it will be 'alot' easier to balance all the classes in the game during development if the missing classes are developed alongside the classes we had in the live version of the game.