Development Blog Update - NS2 Build 163 - Infestation Patch Video
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Comments
You should rock up to work tomorrow at lunch time for a half day! :)
When you started showing the DI, I couldnt see what caused it to generate from that point, can anyone explain?
Whip walking....what can I say....adorable?
Good idea about gorges having a supportive role in this area.
Very cool changes and great change log, everyone's efforts are appreciated!
I think you press Infest, then click where you want DI to grow, and it'll proceed to generate over a moderately sized area. I hope it costs energy from the Hive to balance between Drifter production and soon-to-come Metabolize.
Edit: So Infest costs 25 energy! Perhaps there's also a limited range?
Alien vision mode = boss. Dynamic Infestation = boss. Whip walking = adorable. Sentry turret graphic = great. Gorge spreading dynamic infestation = boss.
The video patch note was very nice. Since you guys release a major patch every month or two weeks, could you adopt this approach for future patches?
Imma rewatch this.
PsiWarp - you're right on the money on all counts. The mouse cursor isn't captured in this footage, but yes, it costs energy from the hive and it goes wherever you click.
Can it be placed on walls and props?
I wonder how this impacts alien's capturing RTs early in the game (they now need DI close to the RTs to keep it alive).
Can't wait!
--Scythe--
"When they get their bombard ability, we expect Whip Walking to be used in an offensive way..." - It's behind you style?!
Great video and looking forward to giving the patch a go when i get back from Uni for the day!
Nah more like "It's coming right for us!" ....at like 1 mile per hour.
Seriously though, new vision is awesome.
I agree there, but love the new stuff!
Maybe the video title should be changed to 'Prototype Infestation patch' - or people will start saying this isnt the same as the old previewed infestation ¬.¬
Looks like a lot of work went into this one, it will be interesting to see how all of the changes and additions impact the gameplay. The walking whip is hilarious, it channels the vibe of the old gorge from ns1.
And kudos on getting DI going, glad to see you guys are making the effort in bringing that incredibly audacious feature to the game. Visuals can wait, the complexity of making it all work with all of the various systems in a 3d environment is the test now!
Maybe the video title should be changed to 'Prototype Infestation patch' - or people will start saying this isnt the same as the old previewed infestation ¬.¬<!--QuoteEnd--></div><!--QuoteEEnd-->
Or possibly infestation is invulnerable if it's in the middle of a patch? Killing a hive could kill infestation nearby (tyranid synapse logic) but if the hive has had infestation grown out from it, the infestation itself should be hard to get rid of at the source without killing the hive.
Though, if it goes wherever the Alien Commander clicks, wouldn't he be able to rapidly cover Marine territory if granted vision? Certainly there must be a limited range :P
Also, edited wiki for new info on infestation~
Ahhhh, I really wanted to see it.
Though, if it goes wherever the Alien Commander clicks, wouldn't he be able to rapidly cover Marine territory if granted vision? Certainly there must be a limited range :P
Also, edited wiki for new info on infestation~<!--QuoteEnd--></div><!--QuoteEEnd-->
It has to be connected to a hive or it will wither. I suppose a gorge could rush forward and maintain a patch until the commander links it up to a hive.
True, it all depends on the recede time for large patches. By the way, did he mention Kharaa can only regenerate health on infestation?
The 'sentry guide' looks a bit low res/static from the video, but I imagine it'll get improved later on. Good to see DI finally making it into the game. Yay for commander/gorge partnership. I hope the gorge got his squishy footsteps back!