Reign of Guilds cover
Reign of Guilds screenshot
Genre: Role-playing (RPG), Adventure

Reign of Guilds

Weekly report #21

The report number "Blackjack" is on the air!

Today we get in touch later than usual and on a smaller scale.

The reason is an extremely busy week with the preparation for adding the world to the project. We made it and now the project takes about 130 gb on our hard disks.

In addition - last week we presented the project to one of the funds at this week, so the maximum of errors and bugs were fixed.

And the most important - until the last day we wanted to make a little video showing a gameplay in the new world but we hadn’t enough time.

Now let’s start at the beginning.

I Level design - mines


We continue to work on the structure and atmosphere of the underground space.

The results are shown below. The tree in the daylight is most likely the illusion or beautiful fiction because the mines will be an instance type. It has nothing to do with the open world technically.

The daylight is an unnecessary load with regard to the performance. However, the measurement can change our mind. It can happen that we will afford it without fear of losing FPS.





II 3D models


We returned to a barbarian’s armour. It will be the next vocation to be added in the project.

Screenshots show its gambeson and a helmet of the third tier. The way of barbarian prefers the medium armour.




III Optimization


Before implementation of our new world to the project we optimized the landscape and objects to increase the field of view and improve frame rate.

We remind that every continent is the separate map, built with the help of the world composition. Its size is about 20x20 km and divided into 64 squares 6.25 square kilometers (to compare - all prototype map is about 8 km2).

This map contains the continent, it takes about 250 km2(including the islands). The rest 150 km2 are hided under water.

Squares are uploaded as a player approach to it. Obviously, the use of LOD’s only (for the objects, situated at this squares) won’t give an opportunity to move the field of view at a huge distance. Every object still has its own Draw Call. Imagine that every settlement has about 10 thousands of objects (after the merging with the help of Merge & Spline which we described at the reports №12 and №13 (before the optimization the big cities had 40-50 thousands of objects).

In this case HLODs are coming to the rescue.

It replaces the massive groups of models by one LOD with the low number of polygons (lower than 97-98%) and one simplified data. It turns on only at a great distance.

The process of HLOD’s generation is long and resource-intensive. But it’s necessary to optimize the open world.

The sample of one of the LOD actor’s with the boosted setting. It doesn’t depend on the distance for visual comparison (i.e. we show it close enough but in the game the HLOD’s will be turned off at this distance).

HLOD off
181 949 triangles



HLOD on
4090 triangles, ~2.25% of the original polycount



HLOD off
GPU frame time ~19,3 ms



HLOD on
GPU frame time ~17,4 ms



As we can see, the difference isn’t evident and also a certain distance will be foggy.

You can notice that some buildings aren’t generated well but it’s a question of a day’s work with the settings.

The performance comparison in details:

HLOD off
~4.5k Drawcalls, ~6kk triangles



HLOD on
~2.6k Drawcalls, ~5.2kk triangles



The numbers speak for themselves. There’s nothing to comment.

IV Conclusion


We launched the new site on the 03.02.2019 - it sometimes looks roughly and unfinished but the site we can endlessly redecorate as well as the apartment renovation.

Together with the site we launched the pre-order. And we express our sincere gratitude to all who have already ordered the game.

We tried to make the pre-order page as informative as we could make. That’s why there are many (i), and we are going to complement as far as the screenshots will be available (instead of concept-art, like most studios do).

For the next report we will try to make the gameplay video in the new world. Otherwise, it will be the new weapons, armour or mobs.

We updated the development page and moved the global updates of the existing systems to the separate section in “Mechanics”. Besides, we added a road map. It provides a glimpse of the steps and the size of the content for the each step.

The newsletter now has a form of a decorated letter and it will be regular, 2-3 times a month. ROGBot_1.6 won’t bother you in the private messages on the forum, If the delivery becomes annoying - don’t send the letters out as a spam. Every letter has a link for the automatic refuse. It doesn’t include an important announces as the pre-Alpha start, Alpha and so on.

That’s all for now.

It’s Friday evening - ROGgoms up, friends!

Yours sincerely,
Reign of Guilds Team

Weekly report #20

The second anniversary weekly report of Reign of Guilds.

[typing this text, the author can’t believe that 140 days have passed since the publication of the first weekly report]


But we work here, so we leave the sentiments and personal feelings aside.

I 3D models



Let’s start with the "got mad"!

Our commission that checks the level design looked at the castle barracks and the chairman said: “that would be ok, if not beds…”. And he was right.

We needed the beds for the barracks. However an army order (i.e. perfectly made beds weren’t good enough for us because it looked boring as if we used 1 bed for the whole game). And also the guards are the mercenaries instead of the regular army. That’s how we got this beds, presented below.

The structure is modular as in the many other moments of ROG. It lets to create many variants in place - here to hang a bag, here to put a blanket more messy or to hide the cards under a pillow.

By the way, the players were distracted while a Jack clubs was trumped by a Queen.





II TrueSky, DFAO, ocean



We will continue with the pictures and then we’ll go to the statistics.

As we have already told, Dmitry is responsible for the optimization now. He not only doubled the FPS but also as a creative person in agreement with the scribbler Mikhail tries to improve the picture, using cutting edge technologies.

The shots below represents the implementation of TrueSky technology with the ocean and DFAO UE4 function.

The main advantage - three-dimensional sky, water with the progressive physics that perfectly interact with the natural light. And we are satisfied with it because the original atmosphere is reaching a new level. And it has amazing optimization "out of the box" and that’s why the falling of fps won’t be higher than 6% in comparison with the previous build "light+water".

This technology is convenient because "box" settings are so perfect that it saves a few dozens or even hundreds of man-hours. There is no need to set the light parameters by hands.




III Optimization - landscape material



Let’s talk a little about the optimization of the complex stuff for the landscape.

In an age of 2.5D stuff we can tell that the main choice is between the parallax and tessellation where the first method gives real 2.5D, but it costs more expensive.

If these were a few square meters of a wall we will certainly choose the parallax but when it came to kilometers we had to choose [spoiler: actually we didn’t because parallax didn’t leave us the choice]

Comparison of the output:

M_Pom GPU ~28 ms


M_Tess GPU ~8 ms


Visual comparison

Parallax


Tessellation


For the landscape the only variant is undoubtedly tessellation. It almost doesn’t lose visually. Sometimes it wins, especially with the chaotic-rough surfaces but it almost doesn’t fit the even road (where every stone has right angles).

IV Conclusion



On PTR we added everything that was planned:

  1. corrections of character animations;
  2. turning on and setting apex clothes for the armour or clothes;
  3. corrections of weapons materials;
  4. 137 2D icons for the new weapons and armour.

And also new things:

  1. golems and wolves are replaced by stickmans - it looks funny in the game;
  2. the dragons flies in the sky (sometimes it glitches but still);
  3. vendors and DVB are returned;
  4. the range of critical errors were fixed, sometimes with the crutches but it’s better than server crashes of functional blocks.

Plans for the next week:

  1. adding the world in the project, and later - on the PTR;
  2. finishing the modular system.

That’s all.

It’s Friday evening - ROGgoms up, friends!

Your sincerely,
Reign of Guilds Team

Weekly report #19

If you see Friday on the calendar, it means that ROG is on the air with the reports!

Neither more nor less, it’s already 19th report.

It was was technical week, as planned - we corrected more than created something new. Only in the end of the week we understood that it’s not only appropriate but essential to show the corrections. It improves the project as well as the new content. So wait for it for the next time.

That’s for now: models of expensive robes, dungeon drafts (mine), UI choice for the hotbar 2.0.

I 3D models - robes



Pictures below provides examples of the most visually expensive robes to date. It will be included in the pre-order packs.

To use it (as well as the other "skins") you will need to have a game robe of the suitable element. After this the specially trained NPC can change the look of the item.

If you give an item with names skin to the other character - the item will turn to the original look.




II Level design - mines



While we're busy with the structuring of the new world files to implement in the overall project, and as a result on the PTR, our designers have to work with dungeons. That’s why we decided to check what we will get at once. It’s very simple build from what’s on hand.

With such builds we check the general feel of the level and also the influence of the game design on the game process through the prism of the visualization.

Due to the fact that all effects are turned off, the light sources are reduced and there are no one VFX (mist, dust etc.), it can be said that it’s the minimal settings with 2k textures.




III UI



And the most interesting - our programmers create the joint element "Control 2.0 + Combat system 2.0".

Within the upgrade of the combat system and controlling there will be also the upgrade of the hotbar and as a result the upgrade of the all hotswaps of weapons.

Picture below provides the examples of the two items at the one cell:

  • Cells "6-7" - basic variants where the division the cell into 2 icons occurs through the simplest way - in our view - it’s an outdated division model;
  • Cell "8" - it looks very modern and lively, but there is a problem: an icon of a powder in the right hand takes 80% of the cell area. It leads to the covering of the shield. However it looks pretty with the set of shield+sword;
  • Cell "9" - the logic is a bit wrong because the active item in the right hand should be at the forefront;
  • Two-tiered "0": a top icon of a sword at the forefront takes only ¼ of the area. In our view it’s a bit small. A lower icon of a powder takes 70% of a cell height. It’s not too small and doesn’t cover the shield entirely.

We incline to “0” from the bottom tier.



Now turning to the new hotbar, we need to discuss it too - write your comments.

We’ve tried (yep, live) few variants and have found the next model:

  • To put an item on the hotbar you need to drag it with the LMB, to delete two-tiered cell you need to delete the right hand item first;
  • RMB on the hotbar cell turns one-handed mode into two-handed (if it’s provided) or swaps the duals (2*1-handed weapon) in this cell;
  • If you drag a 2H weapon on the hotbar - it takes the whole cell and there could be no combinations;
  • If you drag an item for the left hand to the empty cell - it will take the whole cell and hotswap for this cell will change the protective item for the left hand and won’t touch right hand;
  • If you drag a 1H weapon for the right hand to the empty cell, it will take the whole cell (default) with its icon in the 2H mode (if possible), if it isn’t possible the icon will take 70% of the cell height in the 1H mode;
  • If an 1H item is in the 1H mode, its equip won’t change the protective item in the left hand;
  • If you drag an item for the left hand to the cell where is an 1H item for the right hand and vice versa - it will make a combination of these items in one cell;
  • Hotswap will take 1 sec to change a weapon, equip/unequip separately - 500 ms.

IV Conclusion



It’s ready and wait for its deploy on the PTR:

  1. corrections of the character animations;
  2. turning on and settings of the fabric physics for the armour and clothes items;;
  3. corrections of the weapons materials;
  4. 137 2D icons for the new weapons.

At the moment we’ve successfully adapted and structured 28 of 32 gb of the world files to implement in the project. The victory is just around the corner.

About the new site - we work on the hardest page:there are almost 50 notes with the pics and gifs. We can surely say that you have never seen such a detailed report about the pre-order content.

That’s all for now. Take care and follow the news and ROG in particular.

It’s Friday evening - ROGgoms up, friends!

Yours sincerely,
Reign of Guilds Team

Weekly report #18

18th weekly report salutes you!

We will tell a little bit about siege weapons (to continue the report №15), show the castle evolution (to compare with the devblog №5), some animations that will be included in the pre-order bundles and in conclusion there will be a new rubric - “What’s going on the PTR”.

Let's go!

I 3D models – seige weapons



We should say that ROG doesn’t pretend to the historical accuracy. We can afford little inaccuracies as to name the all similar weapons with arrows - ballistae and small level weapons with low level correlation - catapults. Moreover, the distance, physic, damage, the amount of resources to build, weight - these parameters are pure fiction in condition of a balance search.

As was mentioned in the report №15, there will be 4 tiers (levels) of the siege weapons. Also, ballista and tower start with the level 1, but catapult, as a sort of the siege weapons, starts with the level 2.

That happens because the tiers of the siege weapons are connected with the castle tiers. The usage of a catapult against wooden castles is a controversial issue.

The main aim of catapults and trebuchets is to destroy castle buildings during the economic war and the need of reducing the grades before the siege.

Undoubtedly, the shell hit will dispose the human resources but in our view it’s too expensive.

That’s how the catapult looks like:


That’s how its skins look like. It doesn’t affect the characteristics.


The third tier turns a catapult into its older brother - trebuchet.

It is heavy, fixed, long-ranged but very vulnerable to the fire because of the immobility.


[By the way, ...]

Now let’s talk about our thoughts after the discussion of the 10th report .

The point is this: what exactly is the result of the craft of the siege weapons? And how it can be delivered to the destination place?

At the moment we incline towards the next model:


  1. An armourer follows blueprint and creates a siege weapon. It requires resources (there are the warehouses near the city to lighten the transportation of wood and metal; it could be rented by a guild and the window of the warehouse would open in the craft workshop of the city); It was done for the simple reason - the weight of the resources complicates the transportation to the open world to develop the caravan system, but the weight of resources inside the peaceful area is a burden, adding the useless and stupid work without fun.
  2. It can be disassembled into elements and instruction. There are 3 types of elements - small, medium, big (1st tier ballista, for example, consists of the 6 small details, 4 medium and 3 big). Elements are universal and fit to the assembling of the other ballistae of the same type. Elements could simply be moved to the warehouse where you can take it for the siege;
  3. The siege weapons are assembled on the ground by an armourer too. The assembling speed depends on the type and tier of the siege weapon and also the craft level of the armourer. We won’t complicate it too much but if you want to assemble a trebuchet with an armourer of 1st level having awful tool you should start beforehand. ;) We consider possibility of assembling by a blacksmith but with the penalty.
  4. After the siege you can disassemble the weapons (or during the siege)) - but you can’t disassemble it perfectly. The more damage the weapon got the less intact elements would leave.
  5. But why do we need the intact elements if we don’t have an instruction anymore? That’s right, an instruction burns during assembling but you can make a copy with the NPC - librarian for talers. So it would be better if the copies would be made in advance.



So why elements instead of resources at the place of assembling?

We can’t mix two different mechanics with the same items - we limit ourselves in the balance. An example:


  • we choose the weight of the raw materials and resources and balance it to find the optimal decision between boredom and caravan system;
  • we choose the number of resources for the craft of the siege weapons and balance it;
  • we choose the weight and the number of elements and its wear after the disassembling and balance it, regardless of the first two moments.

Otherwise, we get the statistics that nobody uses the siege weapons because its transportation to the siege place is absolutely boring and it isn’t worth to spend and hour. In that case we reduce the number or weight of element. Then 3-4 robust lads will easily teleport everything for the catapult. But if we assemble it at the place we need to reduce the number of resources (it’s economics) or reduce the weight (caravan system).

***

II 3D models - swords and daggers



A bit of models of expensive or unique weapons (next time we will show the rest and even the legendary two-handed ROG sword that we’d prepared for the intro).


III Social animations



A little more social animations that we prepared for preorder packs.

a) Black knight

Here he tricked a bit:


Here he appealed to the crowd for the support:


b) Banneret

Idle applause:


And a bit scorned greeting with sarcasm:


c) Raubritter

Farcical bow:


It’s perhaps his most emotional victory gesture:


IV Level design - castle



It took a long time to create the castles - we were choosing materials, models and also we were planning the building in terms of game design (the number of floors, entries, nooks and so on).

You can compare the result of our work with the devblog №5.





V Conclusion



In conclusion we will tell you about PTR (it’s our test server where also ROG Club can test different builds):

And again, that the build of 02/01/2019 is very difficult and there are many errors and disputes (it happens when we have huge amount of different results of teamwork).

Work on bugs in descending order (in importance and correction difficulty):

  • 4 causes of server crash;
  • GODMOD effect, when the hits don’t damage the characters;
  • impossibility enter the game for the character again;
  • disappearing of a character model;
  • wrong mapping of the setting window, that leads to impossibility to use it;
  • artefacts on some graphic cards and drivers in fullscreen;
  • artefacts during animations with two-handed items (left hand was apart from a weapon);
  • distortion of a character shadow in first-person mode;
  • errors with chat work;
  • the third person camera 2.0 (prohibiting the hits);

What we plan for the nearest future:


  • [Animations] animation correction (including too straight backs during non-combat movements, distortion and sticking of first-person animations);
  • [Models] engaging the physic of fabrics (it is removed from all new items and it causes the mixing of textures);
  • [Models] error correction in the new weapons (almost all of them has the colour distortion);
  • [2D] adding icons for the items (which are the screens for 3D model);
  • [Code] error correction in the modular system and engaging all elements;
  • [Code] correction of the non-fitment of the new equip system for weapons with the new modular system and as a result the recovering of a seamless transition;
  • and the most important - preparing to add the world.


We draw the attention that the day of moving to a new site is closer and closer.

That’s all and take care at this cold days!

It’s Friday evening - ROGgons up, friends!

Yours sincerely,
Reign of Guilds Team

Weekly report #17

First report in the new year and at the same time the report №17 is on the air!

Happy holidays to all and let’s talk again about the ROG development.

And this time, we will show a bit of the new content and tell about the first step of pre-Alpha on PTR.

So, let’s start!

I Animations of guards with crossbow




Called a player but underestimated him


A player came closer and started to fight


Killed

The weapon will be dropped after death.

[By the way, ...]

If there is time to approach a target guards will make an aimed shot. It’s almost impossible to dodge such shot. Only bounce at the perfect moment can help. Also, aimed shot has a possibility of headshot that leads to the critical damage on the target.

In the case of armoured target the guard will prefer targeted shooting at the legs to immobilize an aim. The armour is valuated at the equipped items, so for warriors would be better to put a robe over a cuirass)

In the case of still target the guard will shoot offhand.

***

II 3D models



Boots

With boots it seems pretty easy - just look.





III Mobs



Bear

It’s more difficult, because we continue drafting to justify our Prototype wolves.

At one of the last times we showed a wolf with Nvidia Hairworks, that was greedy enough. Now we show a bear with polygonal fur.

Such fur will take 30% of GPU of the one character without hairs and 20% of one character with usual hairs, 15% of hippie character. It’s fine in general.

A bear is still in process because we need to smooth the dies with the fur. We do it by hand and the process is boring enough.

In common we are satisfied with the bear. It looks aggressive. Jaws will be animated. of course.



IV Conclusion



In conclusion we want to tell that on the 2nd of January of this year we added the first step of pre-Alpha on PTR at the cost of incredible devotion of our programmers.

We were ready to find many errors but its number after building astonished us.

One of the main problems is the lack of UDN - access to the direct communication of the engine developers.

After test build we had to remove a part of innovations or partly restrict its functional and also to write drivers to restrict an old functional that led to the breakage of innovations.

Nevertheless, we added to PTR server:

  1. New character model (man);
  2. Modular system of equip 2.0 (part of functional removed);
  3. More than 400 new animations (to replace the old ones and add the new poses);
  4. 17 UI elements;
  5. 89 new models of armour and weapons (visual settings of weapon are broken, as for the armour/clothes - ApexCloth);
  6. New effects of first-person camera including the changing of the height depending on the character pose;
  7. New dodge system.


At the end of this day we fixed 17 critical bugs (we will add it with the new patch). We also found the causes of 14 more bugs and we work on it. And there are few bugs which causes still aren’t clear for us.

As soon as we launch the patch we will announce full update.

Soon the new topic will appear on the forum. It will be preliminary step before moving to the new site. Preparation will concern all who have forum accounts. We will announce this topic few times to make sure that everyone know about it.

The report as short as this workweek.

It’s Friday evening - ROGgoms up, friends!

Yours sincerely,
Reign of Guilds Team

Weekly report #16

Notice: We respect the desire of the Steam community to get familiar with the new projects within Steam, so we decided to publish regularly (every 2 days) previously released reports on our Steam page, until we catch up with the current ones. By the way, you can read all the reports on our website.
Reign of Guilds roadmap - combines all development reports at one place.
And here's our Weekly report #16 (originally released 12/30/18)​


Weekly report №16 - New Year report.

We postponed it until the very last minute because we wanted to release it with the first step of pre-alpha, alas.

This report will be dedicated to pre-order content. But we won’t tell you about the pre-order except the descriptions of the characters that we’ve created for the bundles.

We chose 3 character:


  1. Black knight - it’s a duellist-individualist. Something cold and dark.
  2. Banneret - it’s a social person, the head of a group or a little guild.
  3. Raubritter (robber knight) - it’s a leader of a collective that doesn’t hide his origin and even boasts of it.


I Animation packs



There will be 4 animations in every pack. But we will show only 2 from every pack to reduce the weight of the news page.

Black knight. His social animations will be more appropriate for the duels. It addresses to the rival or the crowd of spectators.

That’s how the taunt will look like:



That’s how the fake death will look like. You can use it to react to a threat:



By the way, later we will show our animator Vlad as an actor for the mockup. It makes animations not only more realistic in this case but also quicken our work. It takes a long time to create such animation by hand.

Now let’s go to the banneret. He’s a social person.

Celebration of a victory (or any other good news):



Facepalm, of course. Without this animation it’s hard to imagine the relations with a collective, and especially with the friends, isn’t it?



Raubritter. The head of a collective. He should be able to raise the soldiers from a trench.



And to play his favourite balalaika at a dinner party (by the way, now we choose the main soundtrack and it will be with guitar).



[By the way, ...]

Social animations will work like this:


  • There will be a window with the list of social animations, available for this character;
  • From this window the animations could be moved to the social-hotbar;
  • After pushing the hotbar button (by default - Y) the cells of main hotbar will change to the social hotbar. After it you can start the playing of the social animation, using the chosen for the main hotbar buttons.
  • To play the social animations with a weapon, you should have this weapon in your inventory (or balalaika))

***

II Unique cloaks



Yep, yep! That’s it! This is the real wing of feathers. The wing of a black raven for the cloak of the black knight. For the black knight there’s no need to boast of his wealth. That’s why he chose the simplest fabric for his cloak. The moderate length doesn’t hide the battle pads and doesn’t restrict movements.



Banneret gets the velvet cloak and the cape of the wolf skin on the shoulders. But the pads will be hidden.



And the raubritter, on the contrary, gets the most massive and expensive cloak and the cape of the fox, that would be enough for the half of fur coat for his wife.



Coats of arms for the flags and the cloaks of guilds

Coats of arms on the cloaks and flags are very important elements for the individualization of the guild.

That’s how the basic coats of arms will look like. All guilds higher than level 3 can use it.



That’s how the exclusive coats of arms of a banneret will look like.



This is the exclusive coats of arms of a raubritter.



[By the way, ...]

There will be 10 guild levels. The possibilities of guild depend on its level:


  • The highest possible number of guild members;
  • The list and the number of available ranks to appoint;
  • The maximum of the unions;
  • The highest level of the castle that guild owns;
  • The sum of all castle levels that guild can own;
  • The number of the count titles, that a senior can get;
  • And possibility of a senior to get the royal title.


The guild level depends on the share capital. If the capital reduces because of the wrong financial decisions the guild will get the game month to make contributions. Otherwise, the guild level will be lowered with all its consequences.

Reached level 10 the guild can add its own coat of arms (after approving it by the administration).

We didn’t add this opportunity in pre-order because we consider that such strong symbol of individualization as personal coat of arms should be got only in game.

***

III Siege weapons skins



That’s how first level siege weapons will look like.

And its skins. If you read our reports from the start, you have already seen the towers and ballistae, but not the catapults. The trebuchet is ready too but it isn’t included in pre-order because it’s the siege weapon of the second level. And its skins can be got only in game.

We’ve told about the siege weapons in the previous report.







IV Conclusion



From the project manager Verzhbitskiy Vatslav

Another year is coming to an end. This year was fundamental and decisive year for ROG. The team gradually grew and now we are full studio. Although we plan at least 6 new team members.

We can’t tell that this year haven’t brought bad news and events. Especially there were many of them in the last quarter. However, we still here and it means that we more or less solved our problems.

The launch of new site we postponed to the 2019 (after holidays at once). Together with the new site we will launch pre-orders.

The first step of pre-Alpha: we finished to add new items on Tuesday. After it during the construction of a test build we got 2 difficult bugs that can break the main mechanics. Solving this bugs our programmers stopped today, the 30th of December. We didn’t solve the problem. What hinder the building of the project without bugs - we will recognize it in new year.

To speak in general about 2018 for ROG - we have done impressive work. There almost wasn’t any staff turnover. We build the production process. The speed of the development increases from month to month.

In 2019 we still have a long way. We plan to finish the creation and addition of the content for the Early Access in the third quarter of 2019 (on the Beta-2 stage). All 4th quarter we will leave for the editing of bugs and optimization. That’s why the Early Access will duplicate the Beta-2 on the available content. The only thing that can make us postpone the date of the Early Access from 4th quarter of 2019 to 1st quarter of 2020 - it’s that the end of the year is the worst time to release the game on the platforms.

We will consult on this issue with the publishers and the platforms.

On behalf of the team I say thanks to all people who follow the creation of our project, take part in discussions, help with the testing and support us with likes. Your support is very important for us.

And, taking the opportunity, I thank our team for the work done, for the efforts made and energy that they put to our project every day and sometimes on weekends.

Happy New Year to all of you and see you next year!

P.S. The report №17 will be published on 11.01.2019.

At the festive table when the chimes is striking - ROGgoms up, friends!

Yours sincerely,
Reign of Guilds Team

Weekly report #15

Notice: We respect the desire of the Steam community to get familiar with the new projects within Steam, so we decided to publish regularly (every 2 days) previously released reports on our Steam page, until we catch up with the current ones. By the way, you can read all the reports on our website.
Reign of Guilds roadmap - combines all development reports at one place.
And here's our Weekly report #15 (originally released 12/21/18)​


15th Friday is on the air and we continue to talk about development.

Last report was large-scale in the units of letters. This report we will try to make shorter.

I NPC animations – two-handed sword


The features are typical for NPC with that type of weapon: slow and strong attacks, broad effective range, aggressive way of fighting, fearlessness.

Yes, in AI 2.0 will be provided the way and manner of fighting. No, we won’t promise a lot, a neural network for the independent existence of an A.I. (artificial intelligence). But the A.I. will be usual and typical for MMORPG.


Attack


Taking damage


Death


II Animations of a minotaur


We will tell about it in detail.

Profile: Minotaur

Habitat: instances and also the nests of the mini bosses in the open world (respawns of the world bosses);

Role: the mini boss;

Height: 3,5-4,5 m;

Constitution: athletic;

Movement speed: high;

Education: incomplete secondary education;

Language: beef;

Character: aggressive, unsociable;

Special attacks: tossing away with stunning by two hits, throwing up (target doesn’t respond to a controller, physic turns into a ragdoll);

Special skills: “ram attack”. Enraging it targets the most remote unit and pushes aside all obstacles on its way. Getting hit by the ram attack almost always causes the death of an unfortunate player.

Now about animations.

Tossing away with a stun:


Throwing up and usual attack:


Breathing and walking:


For the animation of breathing we’ve already made not only an animation of his jaw but also an animation of chest movements.

For walking animation we chose an asynchrony with a spasm of the left hand.

III 3D models - ballistae


Today we will tell you a little about one more type of the siege weapons - ballista.

In fact, you can use ballistae during castle defence too but only at the high level castles.

Let’s start with the lightest ballista of level 1 (there will be 4 levels of the siege weapons in comparison with the items which have 12 levels).

The skins of basic ballista are shown on the screenshots below. It doesn’t affect the characteristics, of course.



The siege weapons of the 1st level aren’t deliberately worse than the weapons of the higher levels. The main difference is that it is more suitable for mobile attacks, easier to control and requires less resources to create it.

[By the way…]

The siege weapons had an aim not only to add a variability of tactics but also to create an additional resource requirements.

That’s why the requirements for controlling the siege weapons are not relied on the character level. As for the light ballistae, the number of attributes of physical development (precision and agility) will increase the controllability.

The control of a ballista will be implemented through the standard game controller for stationary weapons. The camera will become slow and inert, the sight will be shifted from the centre to the necessary side.

We are interested in your view about it so write it! Especially - if we should increase the controllability depending on the attributes.

***

Ballistae level II (middle weight)

It has more fire power, arrow range, sighting range. But it’s heavier and slower. The recharge is slower, the controlling is harder. The production and arrows are more expensive. Only professional can shoot at the moving targets. But such arrows are more suitable for the destruction of wooden gates at a distance. As for defence, it suits for the destruction of the siege weapons of enemies.



About heavy ballistae (level III) and its strengthened (level IV) versions we will tell later.

IV Conclusion


The first step of the pre-alpha is close to the release at PTR server.We wanted to share the new items for the man model so much that we added more than 60 items of equipment. We had to actualize a script of import to the characteristic engine from the table forms. Because there are the new parameters and we are ready to solve it.

The most interesting news about around-development:


  1. We are at the final stage of creating our new site. To be honest we are satisfied with the platform we made. On this basis we can create a fully interactive portal for the project, implemented thought not only the sites but also through our own launcher;
  2. We work on the trial bundle with the physical rewards for the limited edition in the run-up to the pre-orders. And also we work on the final edits of the bundles.


That’s all for now! Take care and have a nice time.

It’s Friday evening - ROGgoms up!

Yours sincerely,
Reign of Guilds Team

Weekly report #14

Notice: We respect the desire of the Steam community to get familiar with the new projects within Steam, so we decided to publish regularly (every 2 days) previously released reports on our Steam page, until we catch up with the current ones. By the way, you can read all the reports on our website.
Reign of Guilds roadmap - combines all development reports at one place.
And here's our Weekly report #14 (originally released 12/14/18)​


Past friday is on the air and it presents another 14th weekly report. Now let’s get to the point.

But we should warn that there will be a lot of letters. We will try to tell a little about ways to control a castle/county/kingdom.

I Animations of NPC - 1H Weapon



Let’s start with dynamic pictures - it’s the animations of NPC (guards).

There will be 4 types of attacks and all with root motions. From one hand it will make them alive but from the other hand it’ll make them more unwieldy.



The guard’s death will work through the animations instead of ragdoll physic as we used it on the characters. There are many reasons for it.

Their deaths look dynamic enough but it denied the fun that one can meet at the ROG characters’ deaths, as strange as that sounds.



II Level design



We continue to work on the castle. Let’s be honest, it’s our first castle where we practice in the field of:

  • gamedesign;
  • design of the space for our game elements (as teleport, tablet, etc.).


We will surely tell in detail about donjon and its mechanism but later in the next reports. And now only pretty pictures of our artists!





III 3D models



To finish our easy-to-perceive part of the report, let’s look at the new pads. There are different tiers of bulky shoulder pads for the true warriors with an endurance and not for the some fragile damagers!





IV UI



Let’s get to the most interesting! A window to control the castles/county/kingdom (who are able to do it!).

In short, it looks like a book with the bookmarks. This book is alike the book on the castle tablet.

Horizontal bookmarks:

  1. castle;
  2. county (icon isn’t finished);
  3. kingdom (icon isn’t finished).


They scrolls the left pages where is the information about controlled object.

Vertical:

  1. maintenance (upgrade);
  2. taxes;
  3. economy;
  4. requirements for the maintenance and upgrade.


These pages on the right side are the sections of controlling.

It’s some kind of a book (inside the team we call it a ledger, as a joke). Such system allows to use a principle of a small table 3x4. It’s an ergonomic decision that excludes unnecessary points.



[By the way, …]

(Attention! There will be a shorter text about mechanics below. Originally it has about 90 pages so there can be some gaps. Ask your questions in comments if you want to know about some mechanics in detail. We will make a note or report about it.) - author’s note.

Let’s review a castle and its parts starting with the left page.

Information about castle



All posts in a guild higher than neophyte have an access to this page.

  • 4 cells for the crystals;

Crystal is a magic artefact which is mined by the different ways (depending on the level of crystal). It’s a part of a castle (it suits only for the definite castle) and can be put into the castle tablet. After it the members of the guild, owner of the castle, can use the crystal to get some bonuses for character parameters. The crystal can be installed only once. Also it has an expiry date. After “burning” it in the tablet you can install a new one in N days. N days is the period of cooling of a cell (after the crystal burnt). Crystals of different levels can suit the same castle. The higher level of a crystal - the larger the bonus but lower its stamina. And cooling period will be longer. The most forced crystal can be comparable with the coolest one or medium crystal of the next level. 4 cells are for the physical and magic attack, physical and magic defence.

  • The following is the basic information about castle parameters and short battle statistics. In our view, further comments are unnecessary.
  • Then there is an information about castle parameters and we want to stop here (all parameters can be measured by real time, it was done on purpose to avoid a constant division by 12):

Forts capture time - every castle has 2 forts at a distance about 100-150 m. It’s relatively small guard fort, established not so much to prevent the first attack but rather to optimize the net (we will tell about that method in the separate report). At the start of every phase of “hollow a castle” (the capturing of a castle is possible) the forts are in perfect condition. Before the capturing of these forts the assault of a castle is impossible. After the primary seizing the forts turn into the capture points (you need to capture it anyway). And you don’t need to capture it once again during this phase. Any other guild need to own these forts during this period except the guild - castle owner. If the guild-owner capture the forts the counter stops.

Point capture speed (per character) - the point capture goes through the presence of one guild (and its allies) in particular range around the point.

By default an every player (here and throughout the text one player = one character) gives 1% to the speed of capturing. . The maximum value (counting all players at the point) is 10% per second. To capture you need to “remove” 100% of point ownership be previous guild and then to “raise” your 100%. After this the point will be captured by your guild. The presence of enemy player will block the capture.

The point will belong the guild that has more players at the point at the moment of capture. If capture points belong to ally guilds, the owner will be the guild that has more points.

There are 5 points of capture:

  1. fort №1;
  2. fort №2;
  3. parade ground (at the castle yard);
  4. barracks;
  5. donjon.


It is possible that later there will be more capture points in the high level castles.

Passive decapture speed - it’s a new parameter (Prototype didn’t have this one). It’s characterized by resistance of the point to capture. It means that captured point left by the members of the guild-owner (or their allies) will slowly turn back to the guild owning the castle. By default the speed is 0,5%.

Simple arithmetic: this example shows the value of one player at the point - 0,8% per second, passive throwback - 2.5%. To capture the point you need at least 4 players and to hold this point these players should stay here.

Moreover, the passive throwback corrects the speed of capture. To capture an usual castle you needed 11 players at one point for the max speed (10% per second) and only one player to hold the positions. And this example shows that now you need 16 players to capture and 4 players to hold.

Gates recovery - it’s the time that you need to repair the gates after its destruction. The harder and stronger the gates - the more time you need to reconstruct it. We remain that almost all castle gates consist of 2 main parts:

  1. wooden sash;
  2. metal grid.


There are only wooden gates by default. If you install metal grid or strengthening wooden gates the time of repairing will be longer. That’s why every castle owner can find a golden mean.

Gates durability doesn’t require any comments. The only thing is that the numbers are notional. HP of the gates will be about tens of thousands. Also the gates will have an invulnerability to particular types of melee weapons (usual arrows and some kind of magic). In addition we consider the usage of elemental combination to destroy the gates. The wooden gates can be affected by fire but the water reduces the damage. And metal affected by fire and water (tempering) will become fragile for the hard crush weapons. The battering rams are in question (anyway the rams will appear only closer to release).

Guardsmen and captain respawn rate - it relates to guards - defenders of a castle. Every group of soldiers has its own commander. The resurrection of soldiers after death goes faster but they aren’t respawn if the commander is dead. At the high level castles the guards - mages can be commanders. They are able to summon mobs to the rescue.

With the guardsmen level, probably no questions.

Supplies assortment and supply capacity - it affects the NPC - trader in a castle and the amount and quality of tokens and equipment that respawn in the arsenal. The so-called castle items (“castle staff”) at the start will be the usual items (with different parameters of quality). Later we consider the establishment of unique parameters for these items. No, it won’t give a disastrous advantage but will differ. Only members of guild-owner can use the castle items. If you give such item to the other players it will disappear. Within extended UI of the guild there will be a tab to control the items - which character and when did he take a particular item and where is the item.

Oh, finally we finished with the left page. Still have an interest? Let’s get to the right side.

Maintenance of a castle



This page will be seen only to the members of guild that have the post - seneschal and higher.

Castle condition - it’s shown by 10 slots for the small shields. It shows the condition of a castle in an exaggerated and broad sense. Yes, the castle is fraying and requiring reconstruction. The main damage connected to the sieges.

The castle condition affects the amount of available upgrades. To keep the castle in good condition you need different resources - building materials, fabrics, low-quality weapons, provisions, and thalers for the paying the salaries for the guards etc. So it’s almost the same resources and items that are needed for players.

On this page we can check the connection between the condition and available upgrades. If you fully improved your castle you need to keep this perfect condition. A terrible state will block or destroy upgrades.

If the condition becomes 0/10 the castle will be empty and guards will leave. The capture of such “Flying Dutchman” will be as easy as possible. But before building on this castle for your guild you will need to repair it to 1/10.

Now let’s get to more difficult mechanics - it’s a superstructure to the castle condition.

Economic war at the castles

At first sight it looks ridiculously. But let’s shed some light on this name. The sieges mainly affects the condition - actions of siege weapons (catapults and trebuchets) and constant destroying of the gates. The castle is vulnerable to the siege weapons only at the moment of “hollow castle” phase.

And then the attacking side realizes that the castle is fully upgraded and has dozens of defenders and chose the tactics of destroying - to use catapults and methodically destroy the assets of the guild-owner. It’s clear that they need to defend the catapults because enemy guild won’t disregard it. We want to remain that the siege weapons of such power cost a lot of thallers. And there is a chance to invest in weapons, lose the siege and thallers without damaging the guild - castle owner.

Moving on, there’s still a little information left.

Upgrades

It almost doesn’t require any comments. It correlates with the castle parameters described earlier.

A little coloured diamond - is a chosen position to improve.

After the choice at the “Requirements” page the list and the number of resources and goods will appear to upgrade it. Confirmed the choice you will see the sticker remaining of required resources. When upgrade is finished a little diamond will get a diamond frame and a castle owner - smile.

If upgrade is inactive because of the worsening of castle condition there will be only diamond-frame and an owner will get only sadness and longing.

The “Requirements” page is open for the all posts higher that neophyte but:

only seneschal and higher posts have the right to cancel and finish the upgrades;
only storekeeper and higher can take the resources after the cancellation of the upgrade.
Well, we hope at least someone’s read it.

***

V Conclusion



In conclusion we tell only that the moving to new hardware wasn’t shoothly. The old site on the new configuration of web-server works badly (it doesn’t relate to the forum). And in general the fragility of WordPress shows its true colours. In connection with it we expedite the moving to the new site, even if it would be emptier.

We should boast about our new IP on the site - - 84.54.4.4 )

So all that’s left is to wait for the full registration of NS servers and we can rest easy.

Perhaps, there are enough letters in this report, so:

It’s Saturday evening - ROGgoms up, friends!

Yours sincerely,
Reign of Guilds Team

Weekly report #13

Notice: We respect the desire of the Steam community to get familiar with the new projects within Steam, so we decided to publish regularly (every 2 days) previously released reports on our Steam page, until we catch up with the current ones. By the way, you can read all the reports on our website.
Reign of Guilds roadmap - combines all development reports at one place.
And here's our Weekly report #13 (originally released 12/07/18)​


Right on schedule, report №13 is on the air!

Hello everyone and right to the point.

I Animations of NPC



The point is that these animations of NPC-guards (they are the guardians of a castle, city patrols, cops and punishers).

Battle animations of the guards look a bit like our character animations, but only from a distance. The main difference is the lack of timing limits in the animations of NPC. That’s why they are not only more ‘realistic’ but also more liberated.

The good news that the social animations don’t have any timings and we are going to go crazy.

Some examples.

This is guards fighting stance:


Here how he walks around:


Well, here he salutes important guests:


[By the way, ...]

The guards in ROG will be represented by humans instead of fantasy creatures. The main reason is the usage of the same controller of movement for the guards and characters. To avoid the moments when a guard can’t catch up a target because it climbed the stairs or came to a doorway.

There will be three types of guards with battle specification:

  1. warrior with a two-handed sword;
  2. warrior with one-handed sword and shield;
  3. crossbowman.


They can get the nicknames: ‘berserk’, ‘infantry’, and ‘crossbowman’.

Every type can get one or another character. The model of fighting depends on the character. Berserk will often be an aggressor, infantry - neutral, crossbowman - sneaky, as always)

However, it will be funny to meet an aggressive crossbowman that gets angry, throws his crossbow, take his short sword and goes into a battle))

As for the types of the guards and its role in society - we’ll leave it for the next time.

The following question: what do you think if there will be no human mobs? I.e. we don’t want to fill the world with human mobs and leave them as the mercenary for players (hired to guard a city or castle etc.)

***

II Optimization



This time we will tell about one more way to optimize. We use it while preparing the world to pre-alpha.

The merge of a few 3D objects to the one global (geometry).

This way in its professional form was presented by EpicGames after acquisition Simplygon company. In addition to it this addition presenter UE4 for the players and built-in function of automatic creation of LOD’s. We’ve already mentioned that earlier these licenses cost a lot of money. And only a few studios could afford it.

Both this products on fact save a lot of time of programmers and 3D modellers (they shouldn’t create few LOD’s for every model).

Now about Merge. The main advantages:

  1. simplification of geometry on the junctions of merging objects;
  2. reduction of drawcall tasks that’s connected with GPU and CPU;
  3. automatic creation and setting of LOD’s for the merging objects;
  4. perfectly suitable for the optimization of small objects that get into the frame entirely.


Examples of usage.



Look at the more complicated example, where this function should be used wisely according to the project feature.

Merge Off. The sheer cliff is covered with the separate 3D objects of 3 types. Meshes are repeated but every of it creates the task for drawcall. BUT! We get a few triangle because the remoted meshes use their last LOD (zero about 13k, last about 0,6 triangles).



Merge On (primitive way).

Now we take and merge into one mesh the whole sheer cliff (it’s more than 100 m). The amount of tasks is lower but we lost such function as LOD and now the whole cliff is LOD_0. Because we are located next to one of its edges. It leads to catastrophic increase of triangles (almost twice). Even GTX1066 has the result with FPS.



Merge On (normal way)

So, the problem is that for the extended objects Merge does a disservice. We have an easy answer - to merge not into one huge mesh but cut it vertically into the 6-10 parts. We do it to make LOD’s work.

So, what do we get: amount of drawcalls is lower, of triangles is higher, but more FPS.

‘Why are you happy about 5% of FPS?!’ - a reader unwittingly asked.

The answer is simple:

  1. a frame is overloaded by stones from below and it still exists as separate meshes, effect can be stronger in the clear scene;
  2. last mesh isn’t configured entirely, because we still can compact the distance for LOD’s;
  3. everyone will be able to configure the distance; someone will turn off LOD_0; someone will make the client to display higher LOD’s. The main thing is to minimize the drawcalls.




III 3D models



Few 3D models from absolutely different areas: here’s alchemical oven, and walls decor and even the entry into the Atlants’ cave.



IV Conclusion



We haven’t shown a new UI, so the next frame is a tablet to control not only a castle but also a county and a kingdom. It’s large-scale enough and the next report will be dedicated to it almost entirely.

As for the around-development:

  1. We’ve forgotten to tell that the new rules and the privacy policy are ready and will be extended to the site and the forum of the project. That's why we ask all new members to accept it.
  2. Server hardware is still to gather. After it we will move the game BD, site+forum, SMTP;
  3. New site is making up;
  4. We are going to launch the presales and we will tell about its importance and why we do it before the open Alpha in the separate report [Vatslav Verzhbitskiy].


That’s all, take care and have a nice weekend!

It’s Friday evening - ROGgoms up, friends!

Yours sincerely,

Reign of Guilds Team

Weekly report #12

Notice: We respect the desire of the Steam community to get familiar with the new projects within Steam, so we decided to publish regularly (every 2 days) previously released reports on our Steam page, until we catch up with the current ones. By the way, you can read all the reports on our website.
Reign of Guilds roadmap - combines all development reports at one place.
And here's our Weekly report #12 (originally released 11/30/18)​


Another Friday is on the air. Unvarnished, just №12.

Hello everyone and get to the point.

I First-person animations with a book



No, the reading of the mantra book in ROG, moreover in a private setting, won’t add an intelligence to you. But the book will definitely make you stronger. You can keep the healing mantra, mana regeneration mantra, the good and the bad spells.

[By the way,]

You can’t use the spells without inscription in the mantra book. Writing the inscription is not always successful. Parameters that affect the success of the writing will remain a secret, as before.

After successful inscription of a mantra, the other similar mantra will always be written successfully.

The number of the same mantra in the book reduces the time of reading the spell (reload/preload).

An optimal number of the similar mantra is 4* (the level of mantra). It reduces RL/PL on 50%.

The mantra would be spent if you used it too much.

***

Here’s a part of first-person animations with the book.


Equip


Idle


Unequip

II 3D models



Scapulars

We went quite a standard way for us: we make the basics and use it to create a huge number of variations. The same way with the scapulars. We create one pad then compile both scapulars. There are three types:

  1. Symmetric;
  2. Asymmetric (one shoulder lighter, second harder, one protective, second for attack);
  3. One-sided.





III Optimization



Let’s imagine a situation - there is a pile of firewood. Every log is a separate 3D object (Static Mesh). In the pile there are 100 logs, for example. As you know, it is not very good.

There are 2 ways to optimize:


  1. Merge (merging) of these objects into the one common object (geometry) - until recently, only giant studios could afford such a thing, because it costs too much;
  2. Creating, configuring and using of the “instance” function will allow to “draw” with the objects. It automatically changes its scale, angle, turning and the most important - compiles it into the special groups. They are easier for CPU+GPU.

Today we will tell about the second way. Its main advantages are:

  1. It doesn’t create a new additional object. It affects the size of the client positively;
  2. It saves LODs for every separate object;
  3. Objects hidden from view stop being rendered;
  4. Attentive configuring of this function reduces the designer’s time of mapping these objects.

We will tell about the first way in the next reports.

1. The tests of a productivity on the one section of location, replacing all Static Mesh-borders on the instances.

Hierarchical Instanced Static Meshes Off ~ 16.6 ms, 3200+ DrawCalls



Hierarchical Instanced Static Meshes On ~ 15.8 ms, 2900+ DrawCalls



2. Another example of using procedurally generated content by instances instead of handwork with Static Meshes. Test on the gulf with lotuses in one of the locations. The dramatic difference in 20 FPS.

Hierarchical Instanced Static Meshes Off ~ 31.3 ms, 19k+ DrawCalls (!!!), about 2 thousands of copies of Static Meshes.



Hierarchical Instanced Static Meshes On ~ 19.8 ms, 6,8k+ DrawCalls, 5 Blueprints, about 2 thousands of instances.



3. Another example of using procedurally generated content in one location - model of SM_achillea on the patches.

Hierarchical Instanced Static Meshes Off ~ 26.8 ms, 8,7k DrawCalls, 1680 copies of SM_achillea model



Hierarchical Instanced Static Meshes On ~ 20.7 ms, 5,5k+ DrawCalls, 6 Blueprints, 2508 instances of SM_achillea model



IV Conclusion



As always, a little about around-development:


  1. To continue the around-development №2 we need to tell that the story with the own network of IPs turns into the own NS-servers. It becomes serious enough. We’ve already rented our first server hardware. It will be responsible for the site+forum, game database for Europe and the CIS, post servers, NS-servers etc. In addition to backup it provides reliability - not only raid1, but, closer to the early access, it would be a mirror to the reserve server.
  2. We listened to the views about Steam pictures and soon we would renew the №1 variant.

That’s all for now, take care and have a nice weekend!

It’s Friday evening - ROGgoms up, friends!

Yours sincerely,

Reign of Guilds team