Taka-Haradin puolipeikko
Filthy Kalinite
- Joined
- Apr 24, 2015
- Messages
- 20,653
Last edited by a moderator:
Titans of Ether: Ultima IX: Redemption Cancelled; Corven – Path of Redemption Being Built with Unreal Engine
The Titans of Ether, after months of inactivity on Ultima IX: Redemption, have formally cancelled that remake of Ultima 9 (confirming what a few have suspected over the last little while):
When we started UIX there was no option for us to use a real engine and only a few mod tools were powerful enough to at least create a “total conversion” of the game they came with. We chose the Morrowind Construction Set, but even though it was the most powerful at the time it still had extreme limitations. Even with openMW, which would have been an option now, it would not have been possible to create the game I really wanted to create.
It is not too crazy difficult (but still a lot of work) to create a “new” game with a mod tool if you only want to create a new narrative but don’t care to change much on the mechanics / features of the game. Others have done it and I sincerely congratulate them on their achievement BUT this was never my goal. I wanted to create the optimal new Ultima and it was not possible. Even if we finished UIX I would never have been happy with it because it was impossible to create the typical features that made Ultima what it is (in my opinion). Especially the ISO view or the level of world interaction was not possible with the CS.
However, in abandoning the remake project, they’ve instead been able to devote their efforts to creating a brand new game using the Unreal Engine:
Corven has been in development since May 2016. At first, in April, I worked with Unity, but ultimately I decided to use the Unreal Engine 4 for several reasons which are not important right now in this blog entry. Zini, joined me in this endeavor.
Because of the wonderful tool that UE4 is, we are in many ways further along with Corven after 8 months, than we were with UIX after 12 years. The goal is to release Corven around December 2018.
Corven – Path of Redemption is NOT the story of UIX – Redemption. In many ways it’s based on the story I had in mind for UX – The New King but adapted for a new IP, not tied to the Ultima franchise, for obvious reasons.
Honestly I would not continue to advertise this new project on the Codex after such a betrayal. UIX Redemption was chosen as the Ultima-fan project of the year several times here on the Codex simply for him to cancel the entire game while announcing BIG NEWS for his fans, a lot of which were patiently waiting for the project to release for many years.
I don’t see anything wrong with another RPG (as if the industry is not already stuffed with thousands of them), but he could tell they are going to cancel it a while back, not announcing big reveal just to let everybody know the project is dead.
Redemption was a bad idea from the beginning in my book. I have no interest in a fanfic replacement of U9. I know fans hate all the inconsistencies and changes U9 brought in relation with previous games, but you think a fanfic would be more “authentic”? Please. They should have made it either an adaptation of the Bob White plot, a fixed version of the final plot, or an original game from the beginning. Making it a wholly original fanmade story to replace an already existing game in the series with no basis on the official U9 or input from any of the Origin members always struck me as too pompous.
taxalot said:Somebody tried to make an interation of Ultima IX with the Bob White plot. The Ultima IX redemption project actually is a split of a disagreement about the directions where that project was supposed to be headed.
Now that the Bob White design docs have been out, it seems the general consensus appears that it wouldn’t have made such a great game. I still disagree, to this day. Some plot things (“The Ultimas”) sounded very off, but they could be fixed. The linearity could easily be worked, and we had a design that improved a lot on that issue.
But it was not meant to be. Good luck to the Corvus team on their next endeavors.
New team members, future news and a little something for Ultima fans
I wanted to create the prototype with as few people as possible to avoid any complications that come from managing a team. Now that we go into full production mode our team grows as planned. I am happy to announce our 2 newest members:
I am very very happy about our 2 new guys!
- Patrig “Sicabol” Droumaguet will compose music for us. He is hard at work already and as soon as there are results I will post them for you.
- Daniel Kiechl has gathered quite some experience with the Unreal Engine and will be helping with quest implementation and with testing
Over the next few months you will first get a few landscape updates and then game feature updates. First features will be the quest system, dialogue system and inventory system. Stay tuned!
Ultima fans might remember the early Ultima 9 screenshots, back when U9 was still planned as an ISO game. I recreated a scene from one of those shots (minus the Avatar and the pigs). Maybe you enjoy it:
Original early U9 screenshot:
recreation in Corven:
Nope it's from a motion cap animation pack. There is sneaking and running too, but not shown. The problem is the model itself, not the animation It's a placeholder.Oh, yeah, that figures. It's the default animation for UE4's mannequin. It's not suited for humans, it's made for robots.
It's the prototype. Dialogue system and object interaction are also implemented and btw: no asset untouched to create a streamlined look (textures, colors etc...). I see many projects just using assets as they come and it looks thrown together. There is a lot of work in what you see in the video, but of course it's also easy to dismiss in a sentence. Future videos will show more gameplay, we are at the beginning of the project.Looks like a nature asset pack presentation video, not a game trailer. With a bad walking animation.
From what animation pack? Don't tell me it's from Kubold's movement animset. If it is, you set up the blendspace somehow incorrectly to make it look this bad.Nope it's from a motion cap animation pack.
Most likely the dialogue system is a marketplace solution, so takes about half an hour to set it up. (and if it's not a marketplace solution, it should be)Dialogue system and object interaction are also implemented
From what animation pack? Don't tell me it's from Kubold's movement animset. If it is, you set up the locomotion somehow incorrectly to make it look this bad.Nope it's from a motion cap animation pack.
Most likely the dialogue system is a marketplace solution, so takes about half an hour to set it up. (and if it's not a marketplace solution, it should be)Dialogue system and object interaction are also implemented
Object interaction is just an interface class and a linetrace, which is one more hour of work if you never did this before.
Your prototype is 2 hours of coding, and tens of hours of asset triage and tweaking. It should be the other way around.
Thank you! We appreaciate it.Will watch.
Actually, I was trying to help.Wow, getting a little hateful there hm?
No, not a single line of code is from a store solution.
Ok, so see you in 20 years.Everything we did so far took 6 hours work every day for two people for 5 months if you want to know.
Got a message saying that you are the local troll, not to be taken serious, but I wonder could you link your releases so we can learn from you?Actually, I was trying to help.Wow, getting a little hateful there hm?
No, not a single line of code is from a store solution.Ok, so see you in 20 years.Everything we did so far took 6 hours work every day for two people for 5 months if you want to know.
After all this heavyweight hardcore trolling, my life would clearly be in danger if I revealed my games and identity.Got a message saying that you are the local troll, not to be taken serious, but I wonder could you link your releases so we can learn from you?Actually, I was trying to help.Wow, getting a little hateful there hm?
No, not a single line of code is from a store solution.Ok, so see you in 20 years.Everything we did so far took 6 hours work every day for two people for 5 months if you want to know.
Titans of Ether: Ultima IX Redemption Landscape, Story, and Music Assets Released
BY WTF DRAGON · JANUARY 10, 2017
The Titans of Ether have released a large archive of assets from the now-cancelled Ultima IX: Redemption remake project:
This is the release of a Morrowind mod the team did before Corven. So for all of you who are here for “Corven – Path of Redemption”, don’t be confused, this is not part of that game and it has nothing to do with the Unreal Engine. You can ignore this post without missing anything.
For all of you who ARE here because of the Morrowind mod UIX Redemption:
This is the 1,8 GB file with all of Britannia, all our models, all our music, the story file and a readme with instructions.
I also left the game start in (gypsy character creation and starting quest) and a few other NPCs and features. Nothing more, nothing less. It’s everything anyone needs to continue UIX development or create your own Ultima in Morrowind. If you do not try to create features Morrowind did not have you will have no problem finishing the game within a year. Everything beyond that is deleted because it would confuse most people (half implemented features/quests or features only present in the CS but not in the game…).
This however IS the promised landscape release and more!
You can use all our files without further permission. Continue to create UIX, use them in your own mod, whatever you like. This is our present to you. (more about the files in the readme).
Accompanying this, they’ve also published a lengthy explanation of the troubled history of the project, and the considerations that informed the decision to cancel it in favour of working on Corven – Path of Redemption. It’s far too lengthy and detailed to excerpt here, so I’ll suggest that you click on through and give it a read for yourself.
I’ve finally updated the Ultima IX: Redemption project entry to reflect the project’s cancellation. A link to the asset download can be found there, although at present this just points to the Titans of Ether website. I’ll add a proper mirror of their download to the Codex when I can, hopefully this evening.
Also for those who are interested, here is the history of the mod, the reason why we cancelled it and why we started with something new, in 3 parts:
Part 1: History
In 2004 I started my own Ultima fan project called “Ultima X – The New King”. Back then there were no full “free” game engines like Unity, all there was for people like me were mod tools some games provided. Mod tools are NOT as powerful as full game engines. You can only modify the files of the original game the tool came with and you have varying access to core game mechanics. In general however doing anything the original game did not deliver was (almost) not possible.
I looked at some games and found the Morrowind Construction Set (MW CS) to be the most powerful at the time, because at least I was able to script some sort of interactive items. I created the “Ultimate Ranger Mod” with it and decided to use it for my real project, Ultima X.
Shortly after I started I noticed that there was another Ultima project, called Ultima IX Redemption, also using the MW CS.
I thought, why not combine forces and work together on a common goal, new Ultima games. My first idea was to simply share know-how and maybe some scripts to help each other get Ultima IX and X done faster, but after I talked to them I quickly realized that they were in big trouble.
I will make this part as short as possible, but here is a summary of what Direhaggis and Chlortos Dragon told me in our first online meetings. I cannot confirm that this is exactly what happened, but this is exactly what I have been told by them:
After working with other engines they moved to MW CS and started anew. They made some good progress, but Avatus Kingsman, the team leader back then, was suddenly gone and no contact was possible anymore from one day to the other. Even worse: at the same time he disappeared he also deleted all their files. They managed to collect some files from various members, but it was far from what they actually had before. When I contacted them they were in the process of getting back on their feet, but it was extremely difficult for them, understandably.
We agreed to merge our teams, call ourselves “Titans of Ether” and work on Ultima IX first because there was already some work done, like the basic landscape and some dialogue etc…
However once I got the files I saw that the MW CS master file (the game file) was damaged and not really usable and I had to start over and create a new basic Britannia in it. So all we really had from the old Redemption team were dialogue files, a few concept art drawings and a nice banner. I decided we work on Redemption first anyway.
However only ONE active member of the old team actually made the jump to the new team: Direhaggis.
All in all, it is fair to say that we started completely new with UIX Redemption.
Part 2: So what were the problems with UIX Redemption’s development?
Part 3: And now?
- First of all, like mentioned above, we started new. So everyone who thinks we just continued a project which was already going on for several years is wrong.
- In all the years of development there were only 2 people who were constantly there, Direhaggis and Zini… (and me). Yes we had many contributors, but always just for a short period of time and it is extremely difficult to keep a steady workflow up when people constantly leave and you have to start new with another person.
- We were ambitious and MW CS is just a mod tool, not a real engine. We didn’t just want to create a mod like so many other fan projects, where we put a new storyline in the untouched framework of the game the mod tool came with. If we would have done it this way I can honestly say that UIX Redemption would have been done in 2006.
But we wanted to create real Ultima gameplay… in Morrowind, which is a very static game compared to Ultima VI or VII. However creating item interaction etc is very difficult in a game that was not made for it and creating things like movable objects not possible at all. I could list many features that were difficult or not possible, but the 2 examples will have to do. Because the MW CS is not only just a mod tool, but a very very “difficult” one to use as well, every feature that Morrowind did not have and we created on our own, was not a matter of a few weeks of development but months. There were so many hurdles along the way.
Now some cynical folks might ask (well one actually did) “why did you not plan this better and use a tool that would allow you to do what you wanted to do?” and my answer to that is: First of all, this was not a professional project in any way shape or form, this was, from the start, a project of some fans that wanted to create something in their spare time that they liked. There was no business plan for the love of god. Even more important: for a private fan project there was NO tool available beside those mod tools. Licensing a commercial engine back then was something only companies could afford. And anyway, paying for a commercial engine for a project that can never be a commercial one because we do not own the IP (Electronic Arts does), is pure stupidity. So dear cynical fellow: be real, thanks. So we just took the one that looked the best (MW CS) and started.
- It was just a fun project on the side. Nobody involved ever earned a penny with it. We did it because we love Ultima. But after the first 2 extremely productive years we lost our drive. Constantly having to deal with members leaving and things not working in MW CS was extremely frustrating. About the leaving members: I blame not one of them. It was a LOT of work without any reward (beside my “well done”). Even the fans did not have the patience to be on the forum anymore and give words of encouragement, the only real currency we would have been allowed to accept. Put yourself in those shoes, a lot of frustrating work without payment in your little spare time. Doesn’t sound so great I guess. But DH, Zini and me didn’t want to just give up, so we kept working whenever we could. After a while getting people (well Ultima fans) who are familiar with or willing to work in MW CS could not be found anymore. So we did what we could. But progress with this tool (MW CS) that seems to work against you, not with and for you, was very slow. Zini even started to work on openMW, an amazing project that tries to create an engine which can run Morrowind files. OpenMW would in the end allow us to do what we could not do in MW CS, but it took (and still takes) time to develop. We worked on UIX on and off till 2015. But we all have families, careers and lives outside of a non-profit project that requires a lot of time to get any little thing done.
Then came Unity, a real game engine, affordable by folks like us. Unity started the trend and Unreal Engine 4, Cryengine,… continued it. Testing Unity was the nail in the coffin of UIX Redemption in MW CS. Seeing that you can do something in a day in Unity which would have taken weeks or even months in MW CS was enlightening and frustrating at the same time. It was clear that continuing to work on UIX in MW CS was no option anymore. We would just have fooled ourselves. OpenMW was still not done, we all won’t get younger and so we had to decide: start Redemption, a project that was not ours from the start, a game which we do not own the IP of, new OR finally actually create our own game without any creative or technical restrictions.
We decided to plan out the development of a new game which is roughly based on “The New King”, the game we actually wanted to develop back in 2004. We won’t just do this a little on the side like UIX, but we planned out how to consistently use spare time to work on it and in the near future hopefully work on it exclusively. I am telling the truth when I tell you that since we started I worked every day at least from 9 pm till 1 am and more often than not from 7 pm till 2 am. We all collected a lot of experience over the years. MW CS was the toughest school you can imagine and in our professional lives we learned planning as a CIO, how to program a new game engine, how to write by writing a published book etc. (just a few accomplishments of our team members). So we started to create “Corven – Path of Redemption”, our own IP but with the soul of Richard Garriot’s Ultima series.
Please follow us on this new path. If you are an Ultima fan you won’t regret it. If you are a single-player RPG fan who loves good stories you won’t get bored either.
Wow. Well, at least Corv doesn't appear to be directly tied to Eriadain's fall since it seems he only encountered the project after it became known as Redemption.