News Archive
12:36 10 May 2012Breathing life into our project
Steve and I discussed how we can breathe some life back into the project.
In short, we're going to complete our demo, however it will be a stripped down version of it as we want to have it completed within 90 days.
To be as transparent as possible here are the topics we already discussed and are working on...
Site move from shared hosting to VPS.
Re-writing the GDD for the current scope
Possibility of re-branding.
Recruiting current members who we enjoy working with.
Recruiting additional members who can complete tasks happen.
Updating the SVN
Using Cohuman for project management
Asset Creation Workflow
Revising our team charter
If you want to work with Steve and I to help complete our demo, please send me a PM for consideration. If for some reason my PM box fails, email me at sean (a t) viproductions.net
15:39 04 Apr 2012
Shadowrun Returns Kickstarter
As you may have noticed, the SRA project is on life support and we're all wondering if we need to pull the plug. Don't think this means that the years of fan-driven anticipation for Shadowrun in a digital medium is over. Jordan Weisman, perhaps hearing the clamoring of the web, has returned from exile to form a new venture to try to make an SR game:
http://www.kickstarter.com/projects/1613260297/shadowrun-returns
It sounds like it will be a vintage approach to excited old-school gamers, with some novel concepts and finally the genuine approach to the sixth world. You should click the link if only to see the video, where one perpetrator of the Shadowrun (2007) game is justly punished.
I personally put in for a T-shirt in the hopes that they can shatter their target by the end of the month, so give generously and maybe this time we can just sit back and relax while someone does all the work.
16:33 02 Apr 2012
Project stalled
Due to the lack of the team hitting the Dec 2011 dealine and current inactive development.
I will be leading the project on a temp basis. In this transition period I will reassess the viablility of the project.
Any questions should be directed to my email:
banditkills@awakenedmmo.org
Thank you.
21:28 09 Oct 2011
SOTA September 2011
Let's recap the happenings of September...
Demo Location #2: Ork Underground
The demo will span three archetypal areas in Seattle 2070. Last month, we introduced Dante's Inferno, a demonic-themed hangout for the well-to-do. This month, we look at what lies beneath:
The Seattle Underground is a real-life side-effect of unlikely history. After rebuilding from a catastrophic fire in 1889, the city raised ground level for all of downtown, burying parts of the old city. By 1907, the catacombs were condemned and overtaken by only the most desperate individuals.
In the alternate future of Shadowrun, the old underworld has been reclaimed and expanded by a newly developed underclass of metahumans, primarily Orks and Trolls. They exist in a parallel society, away from the bright lights of those who ignore them. In December's simple story, the player will cross paths with the downtrodden and decide a small piece of their fate.
Code
New developers Mike and Dan, led through UnrealScript by Noah, came on-board in September. They're working diligently in new areas, like Weapon attachment and AI, and can't wait to see more. Some of their contributions are evident in the latest release of UDK content and code, available from our downloads directory: http://awakenedmmo.org/binaries/
Maps
Construction of the key December demo locations was spirited in September and continues in October. As UDK levels are first developed in simple geometry, referred to as BSP, then embellished with detailed models, called Static Meshes, we're hoping to conclude BSP construction in October. This will enable progressive enhancement through additional models, gameplay-related meta-data, and sound effects. Using interaction techniques in the UDK, referred to as Kismet, level designers will be able to bring the levels to life.
Cyberpunk Reigns
With the release of the recent hit Deus Ex: Human Revolution, the forthcoming remake of Syndicate, and continuing expansion of the Cyberpunk genre in games, it feels like the mainstream is starting to like the future. With the popular wave starting to crest, this is our opportunity to present a vision beyond the limits of all current incarnations of Cyberpunk. This is our time. Take it.
09:43 02 Sep 2011
SOTA August 2011
In the month of August we really pushed for assembling as many resources as we could. While we still want as many hands as we can find, we're going to proceed assuming the current team is all we get.
Demo Location #1: Dante's Inferno
The demo will cover three areas in the Seattle sprawl, giving a fleeting glimpse of the shadows. In the forthcoming newsletters, we'll discuss the locations to give you a taste. This month: Dante's Inferno. It's a nightclub in downtown Seattle, built in layers of glass and themed to resemble the nine levels of hell. The runners will assemble there, seeking an audience with Mr. Johnson, starting one dangerous night's work.
Dante's Inferno is currently being constructed by Dooley and Don (AKA IsDon). They're working to capture the nine levels, spiral staircases, and demonic atmosphere. While they should be able to produce a rough outline soon, they are in need of additional art to fill in the environment. In particular, they need texture artists willing to lend a hellish finish to every surface.
You can track progress on Dante's Inferno in Dooley's dev log.
Demo Story
Demo's story underwent rapid development in August. Curtis, with assistance from Park and the rest of the team, produced a comprehensive script for the action and dialog that will appear in demo. While the team is still working on refining and augmenting the Shadowrun flavor of the piece, we're very excited about how the qualities of 2070 are materializing on the page, without the aid of sound effects or 3D graphics.
Unreal Python
In order to implement objectives, conversations, and several other dynamic features in SRA, we need dynamic scripting. Noah has been hard at work creating a scripting system, on top of static UnrealScript, called Unreal Python (or UnPy). UnPy will enable mission designers to implement complex logic and react in a way that would be unwieldy using the built-in UDK capabilities. In the long-term, this will allow a database-driven approach to story content, enabling the technical team to easily deploy changes to the world and the creative team to change the experience across shared areas of the game.
For the latest on UnPy, check out Noah's Dev Log
A Comment From the Leadership Team: Keeping Things "Open"
Shadowrun: Awakened is being built in the spirit of open source, but sometimes, one can be hesitant to embrace what that means: "If you want something to happen, make it happen". The leadership team is here to coordinate and facilitate, but never to lend permission to do what you think is best when trying to build the world or tools. If you can do something, then do it. If you know who can do it, then ask them. If you don't know who can do it, then come to the leadership team. Don't come just for permission to start, because you already have a good gauge for the consensus of the group and waiting another day to start your work is one day lost between now and December.
21:03 28 Jul 2011
State of the Art, July 2011
We have a new look for our homepage and a new goal for the project. Here's the rundown...
Countdown to the Awakening
The project has committed itself to releasing something public & playable by December 24th, 2011. It will be a single-player story that introduces the player to the basic game mechanics of Shadowrun: Awakened. We hope to excite players with this demo, showing them what's possible. At the same time, this is a great way to show technical progress with what we have on hand. Further details on how to acquire the demo will be forthcoming. Visit the Countdown to the Awakening forum thread for more details.
If you want to be the first to know about it, then Like Us on Facebook or Follow Us on Twitter. It's the easiest way to stay up-to-date with the project. Tell your friends about the project to help build momentum! The bigger our social network, the more likely we can find the right people who can write code or build models.
We Need Your Help!
If you're an artist or programmer who has gone dormant on the project and has the time to come back, please go to the Development Log forum and either post on your thread or start a new one to let us know you can help. We will marshal you welcome you back with open arms and marshal you toward the December goals. In the next 5 months, we'll especially need modelers, riggers, animator, and texture artists. Please spread the word to anyone you know who can also help.
YouTube Channel
The project has created a Shadowrun: Awakened YouTube Channel to help share videos of progress on the project. We've received a very positive response from the community and it visualizing progress opens the eyes of fans in a new way. Watch the SOTA July 2011 video for a full rundown of features implemented in the UDK. We'll continue with monthly video previews.
Thanks, Chummer
The new December goal has set the community ablaze lately and we'd like to thank everyone's energy. If you just want to hear what's happening, talk to us on Facebook. If you're here to help, then hit the forums. Looking forward to driving hard the next 5 months to put a demo on your hard drive and a smile on your face.
18:56 27 Jul 2011
Getting Started & Prototype Gameplay Videos
Our YouTube channel has been updated with videos on how to get started with the UDK, plus a gameplay walkthrough for the current July prototype:
- State of the Art: July 2011
- Getting Started: Downloading the Code
- Getting Started: Customizing the UDK
Each were created by yours truly using CamStudio, so the generic desktop stuff is pretty good, but the 3D is a little questionable. Hopefully, this will enlighten eager developers and artists, enabling them to join the team and quickly build momentum.
10:33 08 Jul 2011
New Look
We've updated our website to hopefully improve out look & feel for visitors. It holds all the current content, plus convenient links to our YouTube channel (http://www.youtube.com/user/SRAdevelopment) and various social networking sites. It currently need further support for mobile and better width-scaling; however, it represents the renewed focus on presenting a "sexier" exterior as we get closer to launching something playable and public in 2011.
23:08 02 May 2011
SRA Turns 5
Way back in April 2006, some guy e-mailed me about a project he was starting on SourceForge. He said he wanted to make an MMO based on Shadowrun, because it would be a great game. I thought to myself, "interesting idea, sounds like a ton a work". And after 5 years...I think we're both still right 
23:46 02 Jun 2010
Record Recruitment
In the month of May, 77 people signed up for the forums. This is a new record, by a rather wide margin. Hopefully, this means the wold is starting to see progress. Otherwise, perhaps we're on the eve of a new record for spam posts.
00:52 13 May 2010
600
This weekend we passed 600 members on the boards! Welcome aboard all new SINners out there. March and April were both huge months for board membership (132 member!), so we blew past 500 without barely noticing. Makes me wonder if we should be preparing some sort of death metal-themed contest for our 666th member...
03:25 01 Jan 2010
Happy New Year!
We are welcoming 2010 with our usual bright-eyed optimism and good cheer. Did you know that SRA officially 'spans' two decades now? Reflecting on the last 12 months, we do see a disheartening standstill in some areas of the project. Facing hard facts, I personally must admit that my flagging time in the project has cost our production dearly; however, I would rather such facts hit the reader as a rallying cry to re-double efforts rather than a lament of better days.
I assure you that the best days are ahead. We will continue to make more fun, more game, and more more replies to posts reassuring us of what a good idea this is (truly, if we have mastered making one commodity, it is agreement with like-minded Shadowrunners). In the next 12 months, we should hope to materialize a game, not just a tool, not just code, but a GAME. It doesn't have to be a four letter word.
14:27 26 Nov 2009
SRA Now on Facebook!
The Shadowrun: Awakened Project is now on Facebook:
http://www.facebook.com/#/pages/Shadowrun-Awakened-MMORPG/196784319928?ref=nf
Come be our fan and get instant updates and announcements. Connect with other Shadowrunners and see the project take shape in an open forum.
02:46 20 Nov 2009
400
In the month of November, we crossed the 400 threshold for registered forum members. Our rate of accumulating forum members has largely flat in 2009, with a notable spikes every time we have a big PR push. At this rate, we might break 500 in the first half of 2010. Of course, progress on the project is the only factor likely to enhance our rate of accumulating members.
13:18 09 Aug 2009
Progress Report, July 2009
State of the Art
Model Viewer Enhancements
Several features were successfully added to the Model Viewer in the month of July, including support for previewing materials and improved support for dynamic materials. Development continues on the material wizard which will enable artists to create OGRE material scripts using a simple interface.
Python Integration
Embedding Python into the server and client application will enable storytelling, NPC behavior, sound, and animation to be customized. The initial features incorporating Boost's implementation of Python integration with a C++ application was added in July, creating an example of the Awakened Engine interacting with Python scripting.
Where to from here?
Finish the Material Wizard
As it is critical to building a complete assets pipeline for the project, the material wizard must be completed. Work on it will continue through August, hopefully fulfilling the needs of the assets department as intended.
19:54 10 Jul 2009
Progress Report, June 2009
State of the Art
Modeling Demo Video
Banditkills produced a short 30 second video cobbling together our current building assets and offering a taste of downtown Seattle. The video is available on the introduction page. Bandit has continued to produce high quality models that will eventually be added to an ever growing catalog of assets.
The Return
After another significant hiatus, eralston returned to the codebase (relocated and ready). The character control system experienced significant improvement. Before adding too many features to the logic layer, Banditkills and eralston worked out a short roadmap for immediate model viewer improvements. It lays out the groundwork to do the following:
- Add support for previewing OGRE materials
- Add support for creating OGRE material files
- Add support for importing from Blender exported .mesh.xml files
- Improve installer reliability
Where to from here?
New Models
Already in July new models have been produced by Bandit. The modeling team should see a good productivity increase with the availability of an enhanced Model Viewer application. This will drive further results--the goal for everyone.
19:58 31 May 2009
Preview video
In the end, I draw a line about quality and length of preview video. Taking a massive 5 hours to render a 29 second video, makes you want to purchase a second computer just for rending time. 
I hope you enjoy it and it inspires, you can view it here:
http://awakenedmmo.org/overview.php
13:23 28 May 2009
Progress Report: April & May 2009
With our major driving force currently out of the picture. Things on the project front have slowed some what. We miss your lead programmer and wish for his speedy return.
During April, I have been working on an animation process, for a flash video. A preview will be available upon request.
What to help make this video better? Contact me and offer your help.
13:06 24 Apr 2009
300!
I'm here, just taking a stroll, stretching my legs. These, uh, 300 men are my personal bodyguard.
This week the project broke 300 board members. This last 100 required only 6 months to attract, compared to almost 1 year exactly to go from 100 to 200. That is a very positive sign of growth and ripe opportunity for further quotation from the manliest movie ever made...
A thousand nations of the Persian empire descend upon you. Our arrows will blot out the sun!
Then we will fight in the shade.
12:15 09 Apr 2009
Progress Report: March 2009
State of the Art
Seattle Footprint
Our assets manager, Banditkills, has finished the high-level map of Seattle, the locale in which Shadowrun: Awakened will initially take place. It serves as a footprint for visualizing the locations of missions and key landmarks and will be expanded to allow it to represent the topography of the area as a heightmap. Eventually it will be filled in with 3D models of buildings and will be merged with the contents of a custom Google map eralston has been working on for integration into the game as an interactive map and the website as an imagemap linking to description pages for the different areas shown on it.
Press Tour
Curtis888 has turned over a few stones in the internet and Dolphinlover has resumed advertising on the Sourceforge site. These are both general efforts to add visibility and create impressions, along with an attempt to attract more higher-level leadership to the project. Continuing to advertise the project to prospective members is critical to our success and such efforts should be infinitely praised as continuing to pump the blood of the project (the blood of hapless volunteers in case that turn of phrase wasn't clear enough for ya).
ThreadStart
The struggle with threads has finally ended for the near-term. Test applications running many threads for manipulations like adding, removing, and moving Physics objects and 3D models are running crash-free. The fundamentals were finally worked such that swapping technologies should be relatively pain free in the future if we do shift over to Thread Building Blocks or another technology.
ThreadSleep
Our lead developer, eralston, spent most of March acquiring a new job, preparing for a baby, and finding & buying a house. It seems his hiatus from the project has already begun, indicated by his laziness producing progress reports, and it's all downhill from here. Hopefully, he will be able to return by the time summer is in full force. Until then, please contact him only for light administrative tasks or if you need a cantankerous comment regarding new ideas.
Where to from here?
Recruitment
The project is always undergoing renewal and it's no more true than in the coming months. Colleges start letting out in May and we need to be there to fill in the time. It's our best opportunity to attract skilled, semi-skilled, or at least very enthusiastic idle hands. We need to ensure the recruitment material for the project is in order and we need to again take the internet. Given the number of people on the forums, a direct newsletter recruitment campaign may be in order. If you have a friend with upcoming free time, just e-mail them a link to the project and suggest how much fun they could have.
Keeping the Faith
There is already an 8.7 million line monument to our accomplishments in subversion; however, that isn't what we all came to play. In the absence of eralston, the project will have to keep focused and step up. Active developers may still submit patches to eralston or request direct access to SVN from other project admins, such as Dolphinlover.
