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Necronia - Discussion

Any news Necronia team :p?

Well, the pace slowed down a little these days in the coding department since both Tarjei and I had/have a lot of real life stuff to take care of, but the mapping has been great. Today I finished my final written exam so I have 2 weeks free time to do some great stuff on Necronia, we'll see what happens. Starting work on it first thing tomorrow morning :D
 
Well, the pace slowed down a little these days in the coding department since both Tarjei and I had/have a lot of real life stuff to take care of, but the mapping has been great. Today I finished my final written exam so I have 2 weeks free time to do some great stuff on Necronia, we'll see what happens. Starting work on it first thing tomorrow morning :D

Sounds great :)
 
Well, the pace slowed down a little these days in the coding department since both Tarjei and I had/have a lot of real life stuff to take care of, but the mapping has been great. Today I finished my final written exam so I have 2 weeks free time to do some great stuff on Necronia, we'll see what happens. Starting work on it first thing tomorrow morning :D
Have you read my reply on inbox?
 
Following our recent post about the upgrades to the UI, we present you some of the windows and elements that have been changed. Soon, we will be able to show off the entire design, but for now, check out the latest upgrades we've prepared for the game's interface:

New Health Window
Health, Mana, Stamina, Barrier, Necromancy, Venom and Rage will have new bars updated with a new font, a HD image and a redesigned bar to fit the new UI design. Furthermore, status icons will have their own segment at the bottom of the Health window which will be clearly separated and visible.

hjjodxa.png


New Combat Window
The new combat window features a written description for each stance, a nicer and more organized design as well as an indicator to what the "red guy" button means/does. It will also feature a "Help" tooltip that explains how stances and pvp modes work.

XMXucj9.png


New Inventory and Utilities Window

The new inventory window was designed to be clear and easy to use, as opposed to the current mess that you're used to seeing. Tooltips about utilities will appear when you hover your mouse over the texts, and now, the position of both APO Panel and Relic Bag is clearly indicated. There should be no more confusion about opening the APO Panel.

Furthermore, we'll put the Spellbook / Abilities options out in the visible since we reckon it is often used and should be at a handy place like this.


tksV7HM.png

The new UI in its entirety is in the process of being polished and should be ready for showoff soon, so keep an eye on our posts!
According to our internal schedules, we'll be able to begin working on its implementation on February 2nd! Until then, expect bugfixes and updates on the test server as we are finally ready to pick up where we left off and take all that wonderful feedback from the open-beta into consideration.

Until next time!
 
Following our recent post about the upgrades to the UI, we present you some of the windows and elements that have been changed. Soon, we will be able to show off the entire design, but for now, check out the latest upgrades we've prepared for the game's interface:

New Health Window
Health, Mana, Stamina, Barrier, Necromancy, Venom and Rage will have new bars updated with a new font, a HD image and a redesigned bar to fit the new UI design. Furthermore, status icons will have their own segment at the bottom of the Health window which will be clearly separated and visible.

hjjodxa.png


New Combat Window
The new combat window features a written description for each stance, a nicer and more organized design as well as an indicator to what the "red guy" button means/does. It will also feature a "Help" tooltip that explains how stances and pvp modes work.

XMXucj9.png


New Inventory and Utilities Window

The new inventory window was designed to be clear and easy to use, as opposed to the current mess that you're used to seeing. Tooltips about utilities will appear when you hover your mouse over the texts, and now, the position of both APO Panel and Relic Bag is clearly indicated. There should be no more confusion about opening the APO Panel.

Furthermore, we'll put the Spellbook / Abilities options out in the visible since we reckon it is often used and should be at a handy place like this.


tksV7HM.png

The new UI in its entirety is in the process of being polished and should be ready for showoff soon, so keep an eye on our posts!
According to our internal schedules, we'll be able to begin working on its implementation on February 2nd! Until then, expect bugfixes and updates on the test server as we are finally ready to pick up where we left off and take all that wonderful feedback from the open-beta into consideration.

Until next time!
southpark-cum.jpg
 
More will be posted soon, tonight I'll be working on bugs and game features that have been reported during the open-beta so that we can move on to finalizing those classes and finally mainland.

The UI concept has some things left to be done on it, pretty much this corner.

Z7qUmgm.png


The extra character stats panel will be removed and all information that was displayed on it will be re-arranged into other fitting windows, as well as the vitamin system which will be simplified and ready to be easily used by every newbie, pro, and anyone inbetween.
 
The minimap looks cool when everything is explored. Will it be fully visible like that for players too or will they be seeing black spots all over it?
 
The minimap looks cool when everything is explored. Will it be fully visible like that for players too or will they be seeing black spots all over it?
Black spots as in tiles with improper .dat information making it show that way? Or unexplored areas?
The improper .dat shouldn't be an issue, as Shiva typically won't leave something like that in-game.
 
Black spots as in tiles with improper .dat information making it show that way? Or unexplored areas?
The improper .dat shouldn't be an issue, as Shiva typically won't leave something like that in-game.

Unexplored areas.

The sea for example, it will be more black than blue for a normal player which kind of ruins the minimap view that looks so good on Shiva's image.
 
Well yeah, there will be black spots as per usual, i know it might take away from the feeling of looking at an awesome minimap but it adds to the feeling of being prompted to explore it and fill it with your progress so i think it's a fair trade.
 
Well yeah, there will be black spots as per usual, i know it might take away from the feeling of looking at an awesome minimap but it adds to the feeling of being prompted to explore it and fill it with your progress so i think it's a fair trade.
Is there any estimate till when the OT is actually online for people to play? I didn't play during beta :p
 
Is there any estimate till when the OT is actually online for people to play? I didn't play during beta :p
At this current time there is no official launch date. I don't even want to give an estimate because there is a chance it won't even be near that period.
 
Big news...

Today we began the implementation of the new UI. It might take a couple of weeks before it's entirely ready for live testing, but we feel very confident about it being a great replacement for the current one.
From a delicate design to a more user-friendly interface, this UI will bring many changes that the community requested during the previous months of testing.

The main thing we're trying to accomplish, beside having a nicer, more professional look here, is to make information easily accessible to everyone, including those who play Necronia for the first time.
We'll remove the Extra Stats Panel completely and scatter its information into 2 places:

1. The information about your critical chance, dodge chance, military points, jigglesmile tokens, movement speed and SDC rank will be stored in the Skills window, which we will also rename to something more fitting. Its shortcut will remain as CTRL+S.

2. The information and buttons related to the consumption system will be placed on the screen and will be easier to use and understand.

Another major thing that's happening is the fact that the game-screen will become bigger. And by that, I mean that you will actually be able to see more tiles both in width and height, and maybe we'll even manage to preserve the original sprite quality and size, with no zooming of the screen.
Countless other changes will take place, but we'll take things one at a time, so until we bring more specific updates about UI parts, enjoy this prototype design:


newui.png


You may have also seen some new developers floating around on Deity characters. We're happy to say that we are looking at a possibility of having 2 awesome scripters join our team, but we're still holding back on a specific announcement until all parties are sure that this is how it will go down. All in all, February should be an awesome month for Necronia and its progress as we already began reworking some stuff on mainland and you will soon get access to it as testers.


I am also going to rework the main page of the thread and update it for better appeal and information!
 
Big news...

Today we began the implementation of the new UI. It might take a couple of weeks before it's entirely ready for live testing, but we feel very confident about it being a great replacement for the current one.
From a delicate design to a more user-friendly interface, this UI will bring many changes that the community requested during the previous months of testing.

The main thing we're trying to accomplish, beside having a nicer, more professional look here, is to make information easily accessible to everyone, including those who play Necronia for the first time.
We'll remove the Extra Stats Panel completely and scatter its information into 2 places:

1. The information about your critical chance, dodge chance, military points, jigglesmile tokens, movement speed and SDC rank will be stored in the Skills window, which we will also rename to something more fitting. Its shortcut will remain as CTRL+S.

2. The information and buttons related to the consumption system will be placed on the screen and will be easier to use and understand.

Another major thing that's happening is the fact that the game-screen will become bigger. And by that, I mean that you will actually be able to see more tiles both in width and height, and maybe we'll even manage to preserve the original sprite quality and size, with no zooming of the screen.
Countless other changes will take place, but we'll take things one at a time, so until we bring more specific updates about UI parts, enjoy this prototype design:


newui.png


You may have also seen some new developers floating around on Deity characters. We're happy to say that we are looking at a possibility of having 2 awesome scripters join our team, but we're still holding back on a specific announcement until all parties are sure that this is how it will go down. All in all, February should be an awesome month for Necronia and its progress as we already began reworking some stuff on mainland and you will soon get access to it as testers.


I am also going to rework the main page of the thread and update it for better appeal and information!

Holy shet looks like a new game to me lol very well made :)
 
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