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Standing Stone Games | Official Site
MMORPG | Setting:Fantasy | Status:Final  (rel 02/28/06)  | Pub:Daybreak Games
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Developer Journal

Posted by Jon Wood on Feb 17, 2006  | Comments

Developer Journal -

Dungeons and Draong Online: Stormreach Game Systems Engineer, Andy "Denour" Gillis sat down and brought us a developer journal. As usual, we present a sample of the article here, if you want to read the whole thing, click the link below.


Hello there; my name is Andy Gillis, though you may know me better as “Denour”. I am a Game Systems Engineer here on DUNGEONS & DRAGONS ONLINE™: Stormreach™ and part of the effort of bringing Eberron to life.

Since joining the team I have worked on several different tasks; some very much under the hood such as customer support tools and fault tolerance for our communication system, while other tasks have been a bit more obvious such as the friends list, incorporating voice chat into the user interface, and your most important concern: dice!

We all know that dice are a very important part of Dungeons & Dragons. Perhaps one of the things we had underestimated was how personal these dice could be to the player. We listened to the feedback of the Beta players and we have added options to let you personalize how your dice are displayed. As a result there are now twenty-seven different styles of dice for you to choose from in the user interface options. Styles include Brigand Green, Onyx and Ruby. In addition, we have updated the dice display to show 2d10 for percentage rolls: no more magical one hundred sided d20 display here!

Voice chat fell into my lap as a result of some very ambitious work on behalf of our Core Engineering team. Voice chat had always been a feature everyone wanted to see implemented into DDO since the party-based nature of the game pointed in that direction. After much hard work, a proof of concept, which is the initial implementation to show voice could be implemented into our engine, was successfully integrated into the game. With the first proof of concept ready, it was time to hook voice into the user interface.

Read it all, here.

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