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WE’RE MOVING!

Written by Zephyr
Wednesday, 27 February 2008

As you no doubt have already noticed, projectbritannia.com has been running extremely slow lately. This seems to be due to our current hosting provider being pretty much horrible. Therefore, we are moving, effective immediately. That means I need to lock out logins for a while. Sorry about that; I don’t want you guys to be posting on the forums, and then find out later that your posts didn’t make it over to the new host. You’ll know when the transition is done because 1. the site will no longer make you feel like you are slogging through molasses, and 2. you will be allowed to log in again. Thanks for your patience.

ULTIMA 6 PROJECT – MILESTONE 4

Written by Zephyr
Friday, 18 January 2008

It is with much pleasure that I announce the release of Team Archon’s next milestone of the Ultima 6 Project, Milestone 4 for Dungeon Siege 1 (PC and Mac).   Some things to look forward to in this release:
 

  • New areas to explore ( Buccaneer’s Cave, Wrong, Empath Abbey and Minoc )
  • New game intro which draws from the original classic game
  • Enhancements to existing areas
  • New plot details and other subtle refinements
  • Numerous enhancements to the core gameplay such as:
    • A prototype of a customizable journal system so you can take notes on your journey
    • The “;” key now gives you extra information, such as reagent counts, projectile counts, etc.
    • New “Gameplay Settings” from the Options menu
    • Many more tunings and tweaks to the core Project Britannia systems ( for the nitty gritty details, check the change log )

This is not a final release of these sections of the game, but we feel that they are reasonably polished enough for public consumption (read: scrutiny). If you find problems with the release, want to give us kudos, or (heaven forbid) want to tell us what you really think, as always you can find us lurking about in our forums . That is, when we’re not busily scratching away at building Milestone 5.

 You can find the download links on the Official Website 

NEW VERSION OF SIEGE TOOLS

Written by Frilly Wumpus
Saturday, 20 October 2007

I’d like to announce another major update to the Siege Tools. A couple interesting features:

– DS1, DS2, LOA, and BW code completion
– Built-in API explorer and the ability to add additional documentation to core GPG classes
– Basic Syntax checking
– Code completion for Gas templates

The latest version can be found HERE .

 A dedicated forum for posting questions, comments, or suggestions about Siege Tools has been set up HERE .  Most of us working on the Ultima 6 Project have been using this daily and have found it extremely useful.

ULTIMA 6 PROJECT – MILESTONE 3

Written by Frilly Wumpus
Monday, 04 June 2007

It is with much pleasure that I announce the release of Team Archon’s next milestone of the Ultima 6 Project, Milestone 3 for Dungeon Siege 1 (PC and Mac).   Some things to look forward to in this release:

    * New areas to explore ( Spider Cave, Buccaneer’s Den, Yew, Paws, and Continental Britannia )
    * Enhancements to existing areas (Swamp Cave, Sewers, Britain, Cove )
    * Gargoyles, both winged and wingless (intro only)
    * Numerous enhancements to the core gameplay such as: 

        * Complex branching conversation system
        * Class based equip requirements
        * Party banters
        * Right+click menus on usable items such as door and chests
        * New customizable gameplay settings ( accessed via a menu reached by pressing the “;” key )
        * Enhanced creature spawners
        * Many tunings and tweaks to the core Project Britannia systems ( for the nitty gritty details, check the change log )

This is not a final release of these sections of the game, but we feel that they are reasonably polished enough for public consumption (read: scrutiny). If you find problems with the release, want to give us kudos, or (heaven forbid) want to tell us what you really think, as always you can find us lurking about in our forums . That is, when we’re not busily scratching away at building Milestone 4.

 You can find the download links on the Official Website 

ULTIMA DEVELOPER CONNECTION

Written by Zephyr
Sunday, 08 April 2007

Dino over at Dino’s Ultima Page has started a Google group to chronicle his development of an Ultima I map viewer.  He’s also offered this group to be a neutral ground for developers on all of the remakes and spinoff projects to join and discuss Ultima development at large.  This could get really interesting, so head on over and chime in! 🙂 

A BRIEF HISTORY OF MY RELATIONSHIP WITH ULTIMA

Written by Frilly Wumpus
Thursday, 29 March 2007

I’ve noticed a renewed interest in Ultima and am starting to see much more activity in the Ultima community lately and this just reiterates my belief that the community is pretty solid.  The activity may die down for periods of time, but it seems to resurface again and again.  As another Ultima fan posted recently, there is definitely something to this 20+ year old game that still keeps people entranced.  With that, I’ve been inspired to relate a little bit of my personal history with Ultima.  This may get a bit wordy, so you’ve been warned….

I’ve noticed a renewed interest in Ultima and am starting to see much more activity in the Ultima community lately and this just reiterates my belief that the community is pretty solid.  The activity may die down for periods of time, but it seems to resurface again and again.  As another Ultima fan posted recently, there is definitely something to this 20+ year old game that still keeps people entranced.  With that, I’ve been inspired to relate a little bit of my personal history with Ultima.  This may get a bit wordy, so you’ve been warned….

>LOOK

You see someone who wishes to tell a STORY.

>TALK

>NAME

Shaddock “Frilly Wumpus” Heath

>JOB

Co-Producer – The Ultima 6 Project
Co-Founder – Project Britannia
Technical Director – Ultima V:Lazarus

>STORY
I have been a long-time fan of the Ultima series, cutting my teeth with Ultima III on an Apple 2e in ’83.  Around this time, the Ultima Construction Kit was released by a 3rd party and that opened up the ability to modify the towns and cities in Sosaria and allow players to create their own content.  This was exciting stuff and really ignited my increasing interest in programming and custom content.

I veered away from Ultima for a few years and came back to it for Ultima V.  I stayed with it through VI and VII + SI, and then got away from it again with VIII.  Throughout this time, I was teaching myself programming by trying to develop an RPG/Trade Sim based upon a lot of the concepts I saw in the Ultimas, Bard’s Tale series, and Wizardry series along with some 2e classics such as Santa Paravia and Taipan.  Eventually, I got into corporate programming but still kept up with learning game development at night.  I spent many years focused on building a game framework that could be built on by content developers based upon my experiences with the Ultima Construction Kit.  Every few months I’d try something else, or rewrite it, or something… nothing ever got finished, but I learned a lot.  At some point during this, I decided that if I really wanted to create something, I would need a boost…a system with the infrastructure in place that I could build on top of, but that was flexible enough for me to really customize.  

Jump forward to the spring of 2002.  I was really anticipating the release of Neverwinter Nights as a platform to build custom content.  A modder’s dream.  I had also heard of another game called Dungeon Siege that supposedly had the ability to create custom content.  I pre-ordered both, thinking that Dungeon Siege could keep me occupied until NWN was released later that summer.

Dungeon Siege arrived and after installing it, I was spellbound.  I was totally hooked in a way that I hadn’t been since the late night gaming sessions I had enjoyed as a kid.  I don’t know what it was, but I always wanted to find out what was around the next corner.  The seamless world also contributed to this since there were no defined “levels” so common in most of the other games out there and I ended up pushing forward for much longer stretches than I would otherwise.  Also, the world was absolutely stunning to look at..more gorgeous than anything I had seen previously in an RPG.  I was also taking lots of notes and admiring the work of the world builders with the aim of digging deep into how things were built once the editing tools were released.

By the time NWN was released later that summer, I was totally entrenched in Dungeon Siege… learning the world building tools and the custom language and trying out different things.  NWN is an excellent platform with a huge and vibrant community and lots of custom content, but for some reason the engine just never did resonate with me the same way Dungeon Siege did.  Subsequently, I never did get that magical feeling with NWN and it ended up gathering dust on the shelf.

I spent about a year or so working on my own custom world called “Lala’s World”.  This was a demo world that I was building to try out different things and learn the tools.  The more I built though, the more Ultima-like it became.  I even subconsciously had built some circles of stones like the moongate circles in Britannia.  As I realized how much effort it was taking to do the worldbuilding, coding, writing, etc. myself, I determined to start poking around to see if I might join a team to allow me to hone my skills.  I saw that two Ultima mods for Dungeon Siege were looking for volunteers, Ultima V:Lazarus and the Ultima 6 Project.

I ended up contacting Zephyr and Sliding Dragon of the Ultima 6 Project team to see if they needed any help and was immediately brought on board to help build the reagent based spellcasting system.  Over the next year, I ended up helping out in many more areas, prototyping the ship navigation system, the moongate system, helping Zephyr integrate the conversation system, etc.  We determined that releasing a technical demo of our progress would be a good thing to do and ended up importing some of the regions I had built for my “Lala’s World” demo in.  We hooked in our new tech and threaded a simple story through to demonstrate some of the technical features we had built.  There was a pair of moongates, some random monster generators, a branching conversation system, reagent based spellcasting system, a ship, some custom quests, and a couple other features.  We bundled it up, released it to the world, and continued working.

Not long after our technical demo was released, we were contacted by Tiberius Moongazer, the leader of Ultima V:Lazarus.  They had also released an Alpha version of UVL which consisted of their custom art and worldbuilding around Moonglow, but their tech was still mainly core Dungeon Siege.  After a few meetings, we realized that U6P was very strong in tech, whereas UVL was very strong in art and worldbuilding.  As a result, we decided to collaborate on a joint venture project utilizing both of our team’s talents.  This project was to be called Project Britannia and would be used as a basis for both projects to build on.  U6P would benefit from UVL’s world building and art talents, and UVL would benefit from our technical talents.  We would also release Project Britannia to the world so other individuals or teams could base their work on it.

Over the next couple of years, I focused almost strictly on Project Britannia.  I ended up becoming the Technical Director on Ultima V:Lazarus during this time as well as being technical director for Project Britannia and U6P.  During the last part of 2005 and early 2006, I was focused solely on cleaning out bugs in Project Britannia and helping to ready UVL for final release.  

After the release of Lazarus in March, I basically collapsed and needed a break for the summer.  Somehow we released our 2nd Milestone of U6P that year thanks to Zephyr and the others pushing forward and I was grateful that we decided that we would release in small chunks more frequently until we were done instead of releasing the whole thing at once like Lazarus did.

As we close in on our 3rd Milestone release, and our technology has stabilized more, I find myself asking more gameplay/content type questions.  Instead of just “How do I get this to work?”, I’m asking “Is this entertaining?” and “Will this fit in with the Ultima mythos?”.  Having our Milestone releases will allow us to experiment with different gameplay elements and judge the reaction.  If things just don’t work, we have time to change them or pull them out completely.  

I’ve also started really noticing some of the other teams and indivuals out there.  There are a lot of really passionate and talented people doing stuff.  I see that some news sites such as Aeira, Dino’s, and the Reconstruction pull these different efforts together, but I don’t see much discourse between the different development teams.  Is this something that other teams are interested in?  

Even though the technologies and goals may be very different between projects, could there be some crossovers?  Could there be a sharing of knowledge or information or even cross-project plot references?  Maybe just a central place where different Ultima developers could share ideas or just talk about what they are doing.  I really don’t know the answers to these questions, I’m just wondering if others feel the same way or are interested in sharing thoughts.  Is there an Ultima Developers Forum or gathering place out there already?  If so, I’d like to hear about it.  If there’s not, would that even be something other developers would be interested in?

>BYE
Until next time…

UPDATE – MARCH 18, 2007

Written by Zephyr
Sunday, 18 March 2007

Just a quick update to let everyone know we’re still alive. Sorry that we have not kept the news up to date. The U6 Project has primarily been working on their content, and they are finishing up what they’re calling M3 Part 1 as we speak. No timeframe has been announced, but most of the content is in place and is being tested.

Frilly Wumpus has been busy working with WyrdWeb on revamping the Project Britannia conversation system to use what’s known as Usecode. This is a more complex and extremely flexible way of editing NPC conversations. This will allow a whole host of new quest concepts to be implemented, plus a bunch of new, fun features.

The U6 Project still looking for people conversant with the Siege Editor to help us finish up their content. That is their main blocking item. All the technology is in place; they just need people to help finish building the world. They also still need portrait artists.

Stay tuned! We are very much still alive and kicking.

U6 PROJECT M2 RELEASED!

Written by Zephyr
Tuesday, 10 October 2006

Those scamps over at the U6 Project missed their anticipated release date (which was supposed to be Sunday, October 8), but did manage to come through and did in fact release “Milestone 2” within the confines of the specified weekend. That is, if you happen to reside within the United States, and you happen to, for some reason, celebrate the arrival of Christopher Columbus to our shores, then this is technically part of said weekend. However, for the rest of you, they were just late, late, late. Ah well. It’s done, and you can download it from their site and start committing whatever Avatar-like brand of mayhem you choose. Please note that the latest version of Project Britannia is enclosed within the U6 M2 (Milestone 2) release.

PRERELEASE/TEST BUILDS

Written by Frilly Wumpus
Sunday, 27 August 2006

Hello from the trenches!

As we continue moving forward with Milestone 2 of The Ultima 6 Project, we’re continuing to enhance the core of Project Britannia.  We are going to start publishing unstable builds of the Project Britannia tanks on a regular basis up until we release U6P:M2 and Project Britannia Milestone 3.  We’ve gone in and made some structure changes as well as bug fixes and new functionality.

Note that this should be considered ALPHA code.  We’re still in heavy development and things are still changing pretty radically.  This also means we’re open to suggestions and appreciate any feedback on how to better improve Project Britannia!

For a status on the builds, check:

Unstable Build Status  

  Each of the tanks will be listed with their last build date and a download link.  This will allow you to only download tanks that have changed instead of redownloading the entire package every time there’s an update. 

More details can be found here .