Progress overview
Siden project is
to be terminated on 26th July 2016 due to funding shortfalls
June
- not a
lot of Siden related progress this month, but lots of Real life work
in order to obtain funds to pay for 'payment downgrade' on the sim,
too secure its continuation :) in the long term. This is an option
open to sim owners, letting them make a one of payment to reduce all
following monthly cost by 40%, but its only open for a limited time
and its important we manage to get it :)
May
-Tests
on some core mechanics in progress.
See
here
-HUD
text wired up
-HUD
now collapsible
-Food/nutrition system added
-Basic
damage and amour system added
-Work on the 'Game' HUD and linking the Game HUD to the Invo HUD
Game HUD will collapse into a smaller form, not
taking up so much of the screen.
April
Getting back
into Siden work, not sure how much time I will have to put in at
this stage, but work as begun again :)
Early
April
-Work beings on Hospital B-Wing Lobby (Monster Zone)
-Work beings on Hospital B-Wing Lv2
-
Small shops building added to main streets (Currently empty
buildings)
-
Basics of church done, open to access
(survivor camp at back of church still to be done, furnishing to
be added to all of church)
-
Billboard frame/tower added to front of diner building
-
Work starts on church inside zone.
-
Basic work done on
first area/zone of the hospital interior, access added (Survivor
camp)
-
Work begins on first area/zone of the hospital interior
(Survivor camp)
-
Asylum physical
shell added. solid wall are solid :)
-
Asylum fake
(decorative) doors added
-
Minor details clean
up/ finished from last year.
January 2016
The
Siden project is still on hold but the sim/game area remains
open to the public, even though its is still in a state of
transition. Everyone is free to use and play with what is
available at the moment. Payment/continuation of the sim/game
area continues as normal (as it has for over 8 years :) and I
hope people understand these delays are unavoidable due to RL
work and personal issues (so feel free to IM me in SL and leave
me a message or just to tell me not to worry as I feel i'm
letting my friends and players down with these delays). I
cant say when the project will really take off again but keep in
mind, Siden was never and never will be a 'for profit' project,
I made it out of passion. So having it sit on the shelf for a
while will not effect it survivability as a project, its always
cost me money whether it's sitting on the self or populated by
players.
Siden
is a very personal project to me and even though it may be hard to
understand, I don't want to work on it unless I can give it 110%
(and cant work out what time I have un-till RL settles down). I'm
not interested in making something for the sake of making it,
so it very important I give it the time and effort it deserves.
Take
care all, Sooden :)
December 2015
Project on hold till 2016 as
real life work is jam pack . Real life work has to take priority
over the Siden project as it provides the funds for Siden. The Siden
sim will remain open as normal but Sooden will only be on for
limited periods of time. Feel free to Role play in Siden, even
though its currently split in two parts (old and new version). Sorry
for the delay but some things cant be foreseen. See you in the new
year :)
November 2015
None Sl related
work has taken up a lot of time so progress has been slow.
Mainly testing code that is already in use and some minor
object work.
Late
October 2015:
Alpha 01
A test version
of the Inventory HUD is now available.
SL_Url :
http://maps.secondlife.com/secondlife/Emata%20Almarae/119/12/654
Mid
October 2015
Filling of
Asylum generator complete. Can add fuel, turn on and supplie
power for asylum lights (requires
Inventory HUD -Not publicly available for testing yet)
Asylum lock
down works once you have obtained the asylum key
(requires Inventory HUD -Not publicly available for testing
yet)
Some inventory
items added, 'Hooked metal rod' and 'Wrench', which can be
used to obtain the asylum key from a drain.
(requires
Inventory HUD -Not publicly available for testing yet)
Cars can be
refuelled using fuel item, but refuled version not in town
yet. (requires
Inventory HUD -Not publicly available for testing yet)
Asylum lights
can be turned on and off.
Early
October 2015
Mainly
Scripting work on the inventory system. It responds to
collect and request for items, that's a huge step :P Visuals
also update with item requests. This mean objects can start
to be planned that will interact with the inventory HUD.
Overview of events (September 25th)
As real life work is taking more time than
I expected, progress in second life is slower than planed (as I
never want to rush my work and produce something shoddy), it is
clear that this project will be 'Siden 2016' (its was meant to
be Siden 2015) before fully finished. But I hope to have
testable works way before that. On a good note, the extra real
life work is helping support my second life cost but would still
appreciate the support of my products, even if you just tell
others about them, see the main store at
http://maps.secondlife.com/secondlife/Emata Almarae/175/212/29.
So I don't want people to worry that the slow progress at this
time is a sign that the project is dying, for from it, when I do
get time to work on Siden/Second life, I am more enthusiastic
than ever, and cant wait to get my ideas out there.
I know its a shame that things are taking
so long, and I don't want people waiting around not knowing
what's going on, so I hope this helps clear things up. I know it
will be worth it when all the work is done. In the mean time,
feel free to play in what's left of the old Siden and explore
the current parts of New Siden. The old HUD is still available,
in a box marked ,'Discontinued', if you still wish to use it
with friends.
September
15th,16th and cont.
Working on
Inventory scripting so nothing interesting to show.
Item Category
selection done (correct items popping up when icon
selected).
Item
Select/highlight done
Planning
underway to allow player to player trading of single items
(probably wont be added in first player tests).
Small item work
Continues (as they are needed for inventory system)
September
7th
more small thing
From
Sooden:
'Taking
a small brake (holiday) to clear my head as all my waking time
has been spent at work in RL then work in SL after that (don't
feel bad for me, i enjoy both :). Its important I have a fresh
mind when working on Siden, as I want it to be the best work I
can do, according to my abilities.
Work
will continue properly in mid September, with the hopes to have
some testable game system functions by Halloween (oct 31st).
This will probably be inventory system and maybe the start of
monster system.'
September
2nd,3rd and cont.
Work on
small items continues. This could take a while as each items
need to be made from scratch, so have to research, build and
texture each item
September
1st
Snapshot of small item work and Inventory HUD (WIP).
HUD collapses down into one bar with main icons (food,medical,tools,
ect) ..., so its not always taking up screen space. Very
early work, still only in visual stage.
August
31st
Still
working on smaller items
, inventory HUD and other scripting
August 26th
Working on
smaller, game system related object to allow early
development of game mechanics.
August
24th
-----
Early public
cars added. Don't know how
buggy they may be. Fuel is disable for now, as there is no
way to refuel a car. Know bugs, if car goes off sim, it
de-spawns and does not reset to its starting location (so
please try to avoid going of the edge of the sim)
Feel free to
drive the cars, even shoot at them, but remember, they are
early test cars :) only 3 cars, and once someone moves them,
who knows where they will be, good hunting.
-----
General
desk and cabinets finished
Vanity screens finished
Detailed objects placed in
asylum ward
August
17th
Still working
on other projects (not related to Siden but sales from it
will support Siden). Work will most likely resume on Siden
by next week.
August
12th
Taking
a short
brake
to work on other projects
August 10th
and continuing
Work starts on
detailed objects for asylum.
Asylum main
beds made.
Sofas made (may
need adjusting to better sit average avatars)
Some wall
paintings added to asylum.
All double
doors added, single doors still to do.
lock down
system done to 'test stage' (can not be use by players yet,
only creator)
Lighting system
complete but no user controls at this point
Continuing work
on lock down system
Lock Down
shutter doors, done,
Lock Down
Windows, done,
Restrain
racks pop out of floor, Done, (For visuals only)
August 5th
and continuing
Continuing work
on lock down system
Work on Asylum
kitchen started
Work on
standard asylum doors started
Work started on
asylum controlled lighting system
August 4th
Planning/Working on Asylum
lockdown system
August 3rd
Lighting tests
for asylum.
July 31st
Roof and floors
added for asylum, checking
texture layouts.
July 28th,29th,30th
Planning and
work starts
on asylum building.
Layout
finished, pictures when shell is more complete.
July 26th
(an update on a Sunday, wow)
Progress Report
New
Death Tree Model
Very
Early Monster test
July 24nd
Solid path and
path finding added. In preparation for public access.
Plan review and current progress report
coming soon.
Work start on a basic monster type for
testing and exploring Path finding functions.
July 22nd
Work starts on
graveyard and garden areas of the town
July 21st
General
scripting prep for later works (vendors and game objects)
Sim cleaning to
free up prims for more building work
Planning of
next project to focus on regarding new Siden area (main town
only)
July 20th
School
physicals added.
School main
build finished.
Game System:
Resource collection point prototype.
Game System:
Augmented info icon system concept explored - Using icons on
the HUD to track and give more info about near by important
objects.
July 16-17th
and on
Finalising new
school building.
July 15th
School Toilet stuff
July 14th
Teddy
July 13th
Desk, food cans
,phone and old computer created.
July 9th,July
10th and onward for now
Working on
concepts for new 'Flesh
lizzy' Boss monster
July 8th
Working on product related projects for
Siden sim income (boxing up and market placement of
products)
July 7th
Basic School desk and
8 shot shotgun prop
finished.
July 6th
Some
scrap objects created
July 3rd
Rucksack props finished
July 2nd
Warn out
wall charts finished
July 1st
Projector screen
finished
June 30th
Overhead projector prop
finished
June 29th
A2 Drawing board finished.
June 26th
Reviewing
current work and planning what to work on next
June 25th
Book trolley finished
June 22nd June 24th
Work continues
on clutter objects,
Lockers and other
small items for the school.
Note added to Site
- Things are taking longer
than expected but work continues on the Siden project.
Rather than rush anything in order to catch up with plans,
plans have been extended. We still hope to have and early
version of the new Siden available in Q3 of 2015. -
Personal note from Sooden
"Hope people can hang in there while things
are being made for Siden. It takes so much time and and
effort, and other 'real world' demands have taken a lot of
my time over the last few months (most to help pay the bills
including SL). I'm sure the wait will be worth it and will
open up parts for the new area to public when its safe (to
many fake walls and floors right now)"
June 18th, June 19th
Working on smaller props for building
clutter.
Collecting Textures (Photo of stuff in RL
for use in SL projects)
June 17th
Twin School
desk finished
June 16th
Working on
school desk
June 15th
Spotlights added to
school
June 12th
Added lighting
objects and stairway
detail.
June 11th
Lighting tests on
school building
June 10th
Finalising
school building base textures (walls, spectral and bumps maps,
stuff like that) and structure in preparation for next
level of detail (objects like seats, tables, lights)
Main layout
complete.
June 8th -
9th
Work continues
on textures and building layout (Floors and doors) for
school
June 5th
Testing/experimenting with main school
textures to get correct 'feel'. could take some time
:P
June 4th
Door ways (and fake
doorways)/ internal windows added. Basic texturing done.
Fine tuning of layout and textures still needed.
June 3rd
School
shell and basic textures
complete, work on insides starts.
June 2nd
Work starts on
Shell of school building
May 29th
Church front
door added.
Hope to increase
progress from early June and onward
May 6th-
12th and cont.
Mainly planning
and concept tests, so very little to publicly show.
May 1st
Work starts on
Church outer shell
April
27th
Physicals added to
hospital shell. model work slow due to low funds for uploads
April
20-26th
Donations so low,
had to work on other projects to make up the short fall.
April
19th
Work continues on
outside (shell) of hospital (Night
Shot of main tower and heli pad)
April
18th
New
HUD
design 'easier on the eye'
April
17th
Redesigning HUD to
simplify graphics
!Old Siden sewers
removed to free up prims for new Siden structures!
April
13th - April
16th
Work on outer
shell of Siden
hospital starts
Rough final
shell made (no final textures, shell joining walls not
joined, no fine details)
April
8th
Some
level 3 details added to current streets
April
5th -7th
Some
level 3 details added to apartments
April
4th
Work on 'clutter' type
objects in blender
April
3rd
Physicals added to apartments
March
30h
!Secrete lab removed
from old Siden to allow more prims for work in new Siden!
Warehouse prototype
finished. warehouse project rested for now.
March
26th
warehouse prototype (over 50m by 50m) one quarter of
planned industrial park
(corrected dates on website)
March18th
to 20th (and even weekend work to 22nd)
Lots of
projects running along aside each
other
March 17th
Added some RP story based
brands to add depth to products.
March 16th
Work starts on main
kitchen
equipment for new dinner
March
15th (Product
news)
Generator finished
and on sale with full permissions (user licence) so people can
use as decoration or develop into something more. (SL
link)
March
13th (Friday)
Generator product
progress. getting
closer
March 6 to
11 th
Its getting there :P
Plans to make starting a
generator more of a quest :)
Researching generators and
prototype models.
March 5th
Second
HUD prototype
layout designed
March 4th
First
HUD prototype layout
designed and scrapped
March 2nd
Planning HUD design
concepts
February 2015
Apartment building with
ground level car park added
(visuals and some structure)
Outside view (very early progress)
Early 2015
-
Mini Mall
added
(visuals and some structure)
Upper floor furniture test
-
Empty looking shop area
added
to lower floor of diner building
-
Basic town square
added (very
early progress, more of a space fill for now)
Late 2014.
- Concept planning
-
Subway designed as new
starting location and added
-
Main street and building
layout plans finalised
- Road and paths
added (with
basic physicals)
-
Subway
exit added
-
Guns shop building
added
(Structure only)
- Some
gun models
created
-
Generic space filling
buildings added
-
Diner building
added (Structure only)
-
Main diner area
added to top
floor of diner building
-
New monster deigns
created
- Concept monster visual
animation system test
- Path finding for monsters
tested (at very basic level)
Notes
Detail Levels
Level 1: Main Structure
Level 2: Main furniture
and large objects
Level 3: Decals, minor
objects
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