Development Blog Update - Premiere videocast - Natural Selection Art Process

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Comments

  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    This may be slightly off-topic, but: check out the the <a href="http://us.blizzard.com/blizzcast/archive/episode1.xml" target="_blank">BlizzCast</a>. Coincidentally, in the first episode they also discuss art direction. This might be an interesting read, to compare a big company such as Blizzard with the tiny Unknown Worlds.

    On my part, i will definitely take lessons from how Blizzard did their transcript. For example, i might use a faint color to differentiate between who is speaking. Also, in the transcript they were quite liberal about skipping words or uncompleted phrases, so i might do that as well to save some time.

    Although when Charlie and Max speak it's much less orderly, it does add energy to the conversation. Blizzard added background music to the podcast to make it more interesting, which was also done in early UW podcasts. But i think it just distracts from the dialogue, and doesn't let me choose the music i want to listen to. Finally, the Blizzcast had several obvious cuts - and overall it seems like they took much more time and preparation to do their podcast.

    I have to say that Max and Charlie have done a very good job on their podcasts, considering that they didn't have a person dedicated to preparation and interview, like Blizzard did. Plus, you're ahead of the game with producing a videocast, too. Keep setting the lead for the game industry!

    (To be fair, Blizzcast actually is just like the videocast, since they did have pictures people could look at while listening and reading the transcript... )
  • kelesskeless Join Date: 2004-06-08 Member: 29178Members, NS1 Playtester, Contributor
    I don't know if you guys are planning on keeping the same hive model for NS2, but if you were, a cool idea for the creation:

    Since you guys were talking about procedurally locating things like alien hives (instead of their hard-coded positions in NS1) it would be cool to see the hive start on the ground and get bigger, and when it was completed have those anchors shoot out from it to the ceiling and then pull it up off the ground. I bet players would come up with some pretty interesting places to put the hive, though you might have to do some work making sure to test the bounding area where it would grow before the gorge could throw it down so it doesn't end up piercing level geometry.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Man afratkinov, that transcript is awesome. It's a great timesaver <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> Thanks so much for doing it.
  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    <!--quoteo(post=1667313:date=Jan 13 2008, 02:24 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Jan 13 2008, 02:24 PM) <a href="index.php?act=findpost&pid=1667313"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1 <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    +2! <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    edited January 2008
    Egg rolling... the new skulk races. Hah. That'd be hilarious.

    (melon race reference: <a href="http://www.youtube.com/watch?v=NrEfJkD_Sd8" target="_blank">http://www.youtube.com/watch?v=NrEfJkD_Sd8</a> )

    Okay, sorry, where were we?
  • TheRing_1TheRing_1 Join Date: 2004-09-01 Member: 31156Members
    edited January 2008
    Great videocast, I think that is more interesting than habitual podcast, and contradicting Prefix, I think it’s so easier to make a cast with a slideshow as a cast with only the intervenients voices. I made some slideshows and after mix some pictures only have to add the background sound, in this case the audio track used on the regular podcasts, think that doesn't bring so much work and make the final product more interactive.

    But talking about the art work, I enjoyed the idea of safari/jungle animals, specially the flying one with nice colours <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    The helmets/accessories designs are also fantastic. I agree with invader Zim that this stuff has to be implemented on ns2, so each rine player can choose his/her look, according to his/her tastes.

    Following some peoples comments, I think we need to see a few innovation concepts and ideas, so we can expose our ideas and suggestions, and have an idea what’s the path Unknown Worlds Team are choosing. Starting from old ones can be a little limited to what ns already have.

    GodSpeed.
  • HatlabuFarkasHatlabuFarkas Join Date: 2005-03-09 Member: 44496Members
    I think You guys have a Mobilr phone like my (K800) ,and U can makd a Video to share with this peoples to "SAY IMPOERTANT THINGS TO CAMERA" .... i think u can create VIDEO .... and not only Pictures we must to see <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    edited January 2008
    <!--quoteo(post=1667571:date=Jan 15 2008, 08:36 PM:name=TheRing_1)--><div class='quotetop'>QUOTE(TheRing_1 @ Jan 15 2008, 08:36 PM) <a href="index.php?act=findpost&pid=1667571"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Following some peoples comments, I think we need to see a few innovation concepts and ideas, so we can expose our ideas and suggestions, and have an idea what’s the path Unknown Worlds Team are choosing. Starting from old ones can be a little limited to what ns already have.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Welcome to the forums. There have actually been a lot of ideas mentioned by the developers already. Just a few: dynamic infestation, new welding system, weld bot, alien commander, commander "spells," skulk's role as scout + new "sniffing" ability, marine sprinting, marine v marine combat, and i have missed many other. These are, of course, just ideas and may not all make into NS2, but Charlie and Max do reveal what new things they're thinking about all the time (just not as much in the last 2 podcasts). Look through the blogs, read podcast transcripts, listen to older podcasts - there is a ton of information out there about NS2.
  • ButtabeanButtabean Join Date: 2007-09-05 Member: 62169Members
    I really think you guys should sell a limited amount of the concept art like valve does. I'd love to have the one with the onose going against the marines on the tram framed and signed by Cory <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> That's some extra profits too
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    <!--quoteo(post=1667642:date=Jan 16 2008, 01:52 PM:name=Buttabean)--><div class='quotetop'>QUOTE(Buttabean @ Jan 16 2008, 01:52 PM) <a href="index.php?act=findpost&pid=1667642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really think you guys should sell a limited amount of the concept art like valve does. I'd love to have the one with the onose going against the marines on the tram framed and signed by Cory <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> That's some extra profits too<!--QuoteEnd--></div><!--QuoteEEnd-->

    Very good idea.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1667642:date=Jan 16 2008, 01:52 PM:name=Buttabean)--><div class='quotetop'>QUOTE(Buttabean @ Jan 16 2008, 01:52 PM) <a href="index.php?act=findpost&pid=1667642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really think you guys should sell a limited amount of the concept art like valve does. I'd love to have the one with the onose going against the marines on the tram framed and signed by Cory <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> That's some extra profits too<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'd probably be geeky enough to buy something like that as long as it wasn't more than like 50$US/Canadian. My girlfriend would probably roll her eyes though.
  • CrowCrow Melbourne Join Date: 2003-01-16 Member: 12376Members
    First cast that I've the whole way through since the first one. Great effort guys, keep em coming!
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    Hey guys,

    Interesting developments (Hi btw, been a while since I posted in the NS2 forum!), I'd definitely agree it's interesting to see the evolution of the Marine technology, and the style it generates. I'd hope there'd be some thought, lore wise, into how the 'insectoid' technology originated, and how it ended up so divergant to what we'd consider 'high tech' now. On the Kharaa sides, more 'organic' lighting & effects are really interesting. Are you guys concerned at all that by making the Marines seem more 'alien', you lose contrast with the Kharaa?

    Nice to see Cory take centre stage as well, after drooling over so much of his work over the last 5(!!!) years, it's nice to hear how he gets there. Although he does deserve his glowies. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    - Shockwave
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2008
    hmm, I wouldn't say the marines are becoming more 'alien', just imitating nature/biology (in this case, insects) - achieving the same or similar results as what nature/evolution has produced over millions of years, by using/imitating structures or systems or processes that have arisen as a result of that evolution/natural progression.

    there's an entire (generally) scientific field (or simply a term used to describe the philosophy), about it. <a href="http://en.wikipedia.org/wiki/Biomimicry" target="_blank">Biomimicry</a>

    ...or it just looks cooler. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> what was the term they used? something to do with biology, in terms of structure aesthetic. - edit: <b>organic</b>, that's the word they used.

    But yeah, a bit of lore to provide some insight into the design changes would be quite nice. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    and you're not really losing contrast with the kharaa so much... since for one thing, the marine design change seems mostly visual; and also, as was discussed on the podcast, the kharaa have more of a jungle-animal/reptilian design to them.
  • hottunahottuna Join Date: 2008-01-17 Member: 63430Members
    Hi!
    It would be nice with some additional PR for this fantastic and the following (hopefully equally) great videocasts.
    A small 'digg this' button wouldnt be wrong <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Are you guys concerned at all that by making the Marines seem more 'alien', you lose contrast with the Kharaa?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Personally, i didn't know or care how marine armor was designed - they just seemed unique to me. I think NS2 marine design will be met similarly by new players: they will see it as a cool, futuristic, green suit. Only after they go to these forums and dig up the first videocast, they will say, "Oh, marine design was inspired by INSECTS!"
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    edited January 2008
    Okay, so exposing the face for the marines allows you to subconsiously connect to them better, but what does this mean for the kharaa side? I think they definetly felt more menacing in that I couldn't see their faces. Perhaps this'll distance the feeling you get when you encounter a regular marine and a heavy marine, which could be good. You could potentially feel more menacing as an alien earlier in the game since the marine would potentially and subconsiously appear more fragile... or perhaps it would feel more grotesque to some, taking it a step towards the horror genre.
  • TheRing_1TheRing_1 Join Date: 2004-09-01 Member: 31156Members
    edited January 2008
    I’m not new in the forum, but thanks for welcome <b>afratnikov</b> =P

    I have been reading some of the ideas and suggestions here and listening to a few podcasts, not all of course, just like you said there are tons of info at disposal of anyone. But I saw some ideas, here in the forum, that didn’t had the feedback from UW staff (only members, constellation and a few playtesters).
    Fog and miasma, eggs, res and experience, update cc view are some of the ideas that I read and I didn’t know if they can be possible appear in the game because I don’t know what is the road that the UW developers are following.

    Personally I liked the idea of 2 types of resources, the usual resources and a new bar of experience. For example, in marines only the commander can see Experience bar and in the aliens the Knowledge bar (fighting each other knowing the strongest and weak spots of the enemy) can be seen for all Kharaa players. This bar has fixed values that rise according to kills and structures destruction. As the bar rises it enables some of upgrades like the old ones (ex.: at 10% of the marines | aliens bar, marines can upgrade damage lvl 1 | armor lvl 1; upgrade Hand Grenades, and aliens can upgrade Celerity | Regeneration | Cloaking, to the next level (if they already have more than one chamber), depending on the chamber that they choose). Also thought about new upgrades that interact each other during the game and a new hive location with a new chamber, but without giving new abilities. This new chamber releases spores (“miasma”) when an enemy approaches and give the upgrades listed below.
    Some of the upgrades are like:
    Marines: <u>Antidote Injectors</u>; <u>Electrical Fields</u> (the commander define the space where the field will be placed and it is built by marines (cost per “m^2”)); <u>Infrared Vision</u> (helmet artwork - device appear in front of the eye).
    Kharaa: <u>Poisonous Attack</u>; <u>Rubber Skin</u>; <u>Cold Blood</u>.
    As you see new upgrades complement each other.

    Like infrared vision, new equipment can be at dispose of marines like “Flash” Grenades that emit a frequency that aliens eyes can’t see anything for a short duration; Gas Mask (artwork concepts showing a small mask covering the mouth and nose) protects from new chamber spores; and a Antifreeze Fluid (thinking on fog and areas near the hive, the ambient can be extremely cold and the Jetpacks fuel consumption becomes more difficult) allow a normal fuel consumption in all areas.

    In alien faction the chambers are also upgradable by the gorge <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> who rise it up, like Carapace, Regeneration (applied on Defense Chamber can extend the area of effect for healing nearby allies/structures); Focus | Celerity (more damage | attack speed (not thinking on a Offense Chamber attack 3x times faster but a little bit)); Poison; Cold Blood (chambers invisible to marines Infrared Vision); Corrosive Spores (spores pass thought the gas mask, but Heavy Armor filter still absorbs the noxious gases).

    The evolutions that chambers give to alien players still maintaining the 3 levels. But to build the third hive aliens need to have a certain quantity of Knowledge, so they only obtain level 3 evolutions and abilities after some action occurs =P <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />

    So I thought about something like this:
    Poison: decrease damage but the target suffers X’ per/sec. X increases depending on level, only affects 1º slot attack.
    Rubber Skin: give armor bonus and prevent aliens from suffer electrical damage, but increase the weakness against fire damage (like grenades, mines, welder <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />). Armor bonus increases and fire weakness decreases depending on level. (Don’t know if it’s possible to know the damage source, so this idea can be limited in this way).
    Cold Blood: an alien still cloaked even if a marine has an infrared equipment (I know it should appear with blue/green colours, but simply disappear from map =P). At level 1 a marine can see a small spot that is nearly imperceptible, and lvl 3 a marine can’t see anything.


    <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> Sorry my english is not very skilful and I’m afraid that I not express myself in good terms :S; and for the big post, possibly in the wrong place =P

    Fill free to comment and change some of the possible ideas (names to upgrades and a name for the new chamber =P) ; )

    I will continue reading and listening the old threads and podcats, maybe some of these ideas are already on the forum. Thanks for list some of the important topics <b>afratnikov</b> <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />


    PS: great artwork Cory, loved your site with drawings and sketches about “RISE & FALL”, and “EMPIRES: Dawn of the Modern World” pc games, “Natural Selection” already included =P

    GodSpeed.

    EDIT: forgot to tell that chambers upgrades only work within infestation zone.
  • theantitheanti Join Date: 2008-01-21 Member: 63461Members
    shut up, I like the hair.
  • alephaleph Join Date: 2007-10-12 Member: 62620Members
    Good vidcast, the historical information was mostly nostalgic but interesting; the discussion on the alien/marine--orga/mecha contrast echoed thought's I've long had about NS's distinct look (e.g. segmented pill bug-like marine armor and structures, "blooming flower" animations on marine structures). It was really cool to hear from Cory himself and to hear Flay and Max bounce ideas back and forth.

    ---


    <!--quoteo(post=1667225:date=Jan 12 2008, 01:11 PM:name=afratnikov)--><div class='quotetop'>QUOTE(afratnikov @ Jan 12 2008, 01:11 PM) <a href="index.php?act=findpost&pid=1667225"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Charlie: we really are just trying to give you an idea of ... <i>kind of the process behind pre-visualization and then concepting and then building the actual game assets. </i><!--QuoteEnd--></div><!--QuoteEEnd-->

    yikes, I think you've suffered contamination from overexposure to the business-investor world. <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />

    ---


    One idea you (Flay) mentioned caught my attention though it didn't seem to register with the other two (Max's derisive/dismissive interjection was actually pretty hilarious):

    <!--quoteo(post=1667225:date=Jan 12 2008, 01:11 PM:name=afratnikov)--><div class='quotetop'>QUOTE(afratnikov @ Jan 12 2008, 01:11 PM) <a href="index.php?act=findpost&pid=1667225"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Charlie: My big thing about the marines. I have no idea if this makes sense, but, I always wanted …
    Max: Oh boy, here we go.
    Charlie: … skin to be showing. And the reason why is: you might share humanity with something, that you can identify as human. Whereas if it’s completely covered in armor, I feel there might be less empathy among the team and less teamwork actually. I have no idea if it makes any sense, but.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Man, I was taken aback by the insight and vision behind that idea. It makes perfect sense, it articulates a concept I've thought about for years.

    One thing I've noticed in NS more than on any other online multiplayer FPS is the players' tendency to instinctually treat their models and the models of other players as avatars of their actual selves: when people are having a discussion in the readyroom they will look at eachother's marine models, face to face, and sometimes even nod or otherwise gesticulate. I've even seen people give orations while standing atop some structure while a crowd of listeners gather below to observe. This kind of anthropomorphizing/communicating is also apparent in-game, especially when a group of players band together to embark on a separate mission and quickly grow a kind of group loyalty (eagerness to defend each other, exchanging vox commands like "I got your back", and so on).

    I think adding to the models a humanizing touch will enhance this aspect of the game greatly.

    To take this idea further, of humanizing the models to promote empathy, I think you should implement a per-user model customization. <i>Not</i> just a change of color, a halo-style custom emblem, or different character type, but something unique, like the ability to superimpose a picture of one's face onto the marine model. The kind of empathy, the kind of <i>loyalty </i>that would promote, I think, would be revolutionary in a fashion NS is known for.

    NS's success is how strongly it promotes (by the necessity of is design, which is its genius) cooperative teamwork, and the result of this is a real kind of sportsmanlike camaraderie between players. Whether they realize it or not, players find themselves bonding with their teammates as they work together to achieve small (killing a resnode) and large (orchestrating a ninja-hive-drop with 14 other players) goals. If players were able to customize their models so that everyone in the server <i>instantly and readily</i> recognizes an individual based on his model alone, a new depth of empathy will be added to the gameplay, the likes of which doesn't exists in any present multiplayer FPS.

    I'm a little late with this comment but I hope it gets around to you guys.
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