<!--quoteo(post=1958806:date=Aug 8 2012, 01:51 AM:name=james888)--><div class='quotetop'>QUOTE (james888 @ Aug 8 2012, 01:51 AM) <a href="index.php?act=findpost&pid=1958806"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So we are getting dynamic infestation.<!--QuoteEnd--></div><!--QuoteEEnd--> We already have dynamic infestation. People get this term confused, when thinking of the old prototype video of DI. We do hope to improve the look of the current infestation, a bit for 1.0 and more after 1.0, but even in the current form it is still dynamic (as opposed to the static unchanging infestation in NS1) <!--quoteo(post=1958811:date=Aug 8 2012, 01:59 AM:name=ellnic)--><div class='quotetop'>QUOTE (ellnic @ Aug 8 2012, 01:59 AM) <a href="index.php?act=findpost&pid=1958811"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marc is a Frenchman.<!--QuoteEnd--></div><!--QuoteEEnd--> Really...what more do you need to know?
<!--quoteo(post=1958902:date=Aug 7 2012, 09:19 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Aug 7 2012, 09:19 PM) <a href="index.php?act=findpost&pid=1958902"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We already have dynamic infestation. People get this term confused, when thinking of the old prototype video of DI. We do hope to improve the look of the current infestation, a bit for 1.0 and more after 1.0, but even in the current form it is still dynamic (as opposed to the static unchanging infestation in NS1)<!--QuoteEnd--></div><!--QuoteEEnd-->
I still have issue with this quote:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Spreading alien infestation deforms hallways and causes space station power failure, turning off lights and shutting down marine powered structures. Use a flamethrower to clear infestation or weld a bulkhead shut for a last defense. Every game is different.<!--QuoteEnd--></div><!--QuoteEEnd-->
Deforms hallways? Causes power failure? Turns off lights? None of these things happen from infestation... which is fine, but that statement is misleading.
<!--quoteo(post=1958904:date=Aug 8 2012, 12:23 AM:name=Ryne)--><div class='quotetop'>QUOTE (Ryne @ Aug 8 2012, 12:23 AM) <a href="index.php?act=findpost&pid=1958904"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I still have issue with this quote:
Deforms hallways? Causes power failure? Turns off lights? None of these things happen from infestation... which is fine, but that statement is misleading.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah, i guess setting the bar lower to achieve your goals is what it's coming down to...
<!--quoteo(post=1958904:date=Aug 8 2012, 04:23 AM:name=Ryne)--><div class='quotetop'>QUOTE (Ryne @ Aug 8 2012, 04:23 AM) <a href="index.php?act=findpost&pid=1958904"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I still have issue with this quote:
Deforms hallways? Causes power failure? Turns off lights? None of these things happen from infestation... which is fine, but that statement is misleading.<!--QuoteEnd--></div><!--QuoteEEnd--> Well, gameplay mechanics have changed a lot since that was written up. Now, turning off the lights would mean infestation can destroy power nodes. Which is something we've talked about before, but just pointing out that there are a whole host of gameplay issues now that complicate some of these.
As far as deforming hallways, that wasn't meant to imply that it would deform the architecture underneath, but rather grow over and bulge out and fill in hallways. This does happen to some degree, if you look at heavily infested areas, where there are infestation lumps changing the look and shape of the hallways. And it isn't like we've moved away from the plan of having more 3 dimensional infestation to more properly deform hallways, it just is going to happen post 1.0
About the website, it looks very good on opera. Using flash is however is not really considerer good practice. I have flash on manual start so what I see is a big arrow:
HTML5 canvas is supposed to be used to make effects like this (e.g. <a href="http://www.professorcloud.com/mainsite/canvas-nebula.htm" target="_blank">http://www.professorcloud.com/mainsite/canvas-nebula.htm</a>).
It also uses 100% of my cpu on a macBook pro, but I guess it could be some kind of minimum spec test "if you can run this website with more than 10fps then you can run the game as well" :)
<!--quoteo(post=1958965:date=Aug 7 2012, 10:52 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Aug 7 2012, 10:52 PM) <a href="index.php?act=findpost&pid=1958965"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, gameplay mechanics have changed a lot since that was written up. Now, turning off the lights would mean infestation can destroy power nodes. Which is something we've talked about before, but just pointing out that there are a whole host of gameplay issues now that complicate some of these.
As far as deforming hallways, that wasn't meant to imply that it would deform the architecture underneath, but rather grow over and bulge out and fill in hallways. This does happen to some degree, if you look at heavily infested areas, where there are infestation lumps changing the look and shape of the hallways. And it isn't like we've moved away from the plan of having more 3 dimensional infestation to more properly deform hallways, it just is going to happen post 1.0
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I understand the gameplay mechanics have changed a lot, that was sort of my point. Why is it still listed on the website as such if its not the plan anymore? Especially on the "new" website...
<!--quoteo(post=1958794:date=Aug 8 2012, 03:32 AM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Aug 8 2012, 03:32 AM) <a href="index.php?act=findpost&pid=1958794"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->4) the icons for the individual lifeforms aren't immediately obvious that they link to the tutorial videos - i only discovered this by accidentally mousing over one. perhaps give them a more striking border? or pair them with a simple pixel art icon? also, could be made more intriguing by lining up all the alien icons on one side and giving the marine one a slight separation.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1958995:date=Aug 8 2012, 03:09 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Aug 8 2012, 03:09 AM) <a href="index.php?act=findpost&pid=1958995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It also uses 100% of my cpu on a macBook pro, but I guess it could be some kind of minimum spec test "if you can run this website with more than 10fps then you can run the game as well" :)<!--QuoteEnd--></div><!--QuoteEEnd--> Just noticed this, with the page open my cpu usage is 40%+ as soon as I close the page it is drops back down to 1-3%
<!--quoteo(post=1958995:date=Aug 8 2012, 10:09 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Aug 8 2012, 10:09 AM) <a href="index.php?act=findpost&pid=1958995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->About the website, it looks very good on opera. Using flash is however is not really considerer good practice. I have flash on manual start so what I see is a big arrow:
HTML5 canvas is supposed to be used to make effects like this (e.g. <a href="http://www.professorcloud.com/mainsite/canvas-nebula.htm" target="_blank">http://www.professorcloud.com/mainsite/canvas-nebula.htm</a>).
It also uses 100% of my cpu on a macBook pro, but I guess it could be some kind of minimum spec test "if you can run this website with more than 10fps then you can run the game as well" :)<!--QuoteEnd--></div><!--QuoteEEnd--> LOL I love it!!!!
It says: WILL YOU PLAY THIS FRAKING TRAILER????!!!!!
<!--quoteo(post=1958811:date=Aug 8 2012, 02:59 AM:name=ellnic)--><div class='quotetop'>QUOTE (ellnic @ Aug 8 2012, 02:59 AM) <a href="index.php?act=findpost&pid=1958811"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.unknownworlds.com/about" target="_blank">The about page</a>
Lmao, WTH! Evey one has a good little bit written about them and some of it quite funny. the it gets to
Marc - Programming Intern
Marc is a Frenchman.
That made my insides bleed. And I still can not stop laughing<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1958902:date=Aug 8 2012, 05:19 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Aug 8 2012, 05:19 AM) <a href="index.php?act=findpost&pid=1958902"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Really...what more do you need to know? --Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
We already have dynamic infestation. People get this term confused, when thinking of the old prototype video of DI. We do hope to improve the look of the current infestation, a bit for 1.0 and more after 1.0, but even in the current form it is still dynamic (as opposed to the static unchanging infestation in NS1)
<!--quoteo(post=1958811:date=Aug 8 2012, 01:59 AM:name=ellnic)--><div class='quotetop'>QUOTE (ellnic @ Aug 8 2012, 01:59 AM) <a href="index.php?act=findpost&pid=1958811"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marc is a Frenchman.<!--QuoteEnd--></div><!--QuoteEEnd-->
Really...what more do you need to know?
--Cory
I still have issue with this quote:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Spreading alien infestation deforms hallways and causes space station power failure, turning off lights and shutting down marine powered structures. Use a flamethrower to clear infestation or weld a bulkhead shut for a last defense. Every game is different.<!--QuoteEnd--></div><!--QuoteEEnd-->
Deforms hallways? Causes power failure? Turns off lights? None of these things happen from infestation... which is fine, but that statement is misleading.
Deforms hallways? Causes power failure? Turns off lights? None of these things happen from infestation... which is fine, but that statement is misleading.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah, i guess setting the bar lower to achieve your goals is what it's coming down to...
Deforms hallways? Causes power failure? Turns off lights? None of these things happen from infestation... which is fine, but that statement is misleading.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, gameplay mechanics have changed a lot since that was written up. Now, turning off the lights would mean infestation can destroy power nodes. Which is something we've talked about before, but just pointing out that there are a whole host of gameplay issues now that complicate some of these.
As far as deforming hallways, that wasn't meant to imply that it would deform the architecture underneath, but rather grow over and bulge out and fill in hallways. This does happen to some degree, if you look at heavily infested areas, where there are infestation lumps changing the look and shape of the hallways. And it isn't like we've moved away from the plan of having more 3 dimensional infestation to more properly deform hallways, it just is going to happen post 1.0
--Cory
start so what I see is a big arrow:
<img src="http://i.imgur.com/3kwle.jpg" border="0" class="linked-image" />
HTML5 canvas is supposed to be used to make effects like this (e.g. <a href="http://www.professorcloud.com/mainsite/canvas-nebula.htm" target="_blank">http://www.professorcloud.com/mainsite/canvas-nebula.htm</a>).
It also uses 100% of my cpu on a macBook pro, but I guess it could be some kind of minimum spec test "if you can run this website with more than 10fps then you can run the game as well" :)
As far as deforming hallways, that wasn't meant to imply that it would deform the architecture underneath, but rather grow over and bulge out and fill in hallways. This does happen to some degree, if you look at heavily infested areas, where there are infestation lumps changing the look and shape of the hallways. And it isn't like we've moved away from the plan of having more 3 dimensional infestation to more properly deform hallways, it just is going to happen post 1.0
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I understand the gameplay mechanics have changed a lot, that was sort of my point. Why is it still listed on the website as such if its not the plan anymore? Especially on the "new" website...
<!--quoteo(post=1958794:date=Aug 8 2012, 03:32 AM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Aug 8 2012, 03:32 AM) <a href="index.php?act=findpost&pid=1958794"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->4) the icons for the individual lifeforms aren't immediately obvious that they link to the tutorial videos - i only discovered this by accidentally mousing over one. perhaps give them a more striking border? or pair them with a simple pixel art icon? also, could be made more intriguing by lining up all the alien icons on one side and giving the marine one a slight separation.<!--QuoteEnd--></div><!--QuoteEEnd-->
Just noticed this, with the page open my cpu usage is 40%+ as soon as I close the page it is drops back down to 1-3%
When I opened it up, even in a smaller window, the site seems to set to my width of 4320. I'm not THAT blind. ;)
start so what I see is a big arrow:
<img src="http://i.imgur.com/3kwle.jpg" border="0" class="linked-image" />
HTML5 canvas is supposed to be used to make effects like this (e.g. <a href="http://www.professorcloud.com/mainsite/canvas-nebula.htm" target="_blank">http://www.professorcloud.com/mainsite/canvas-nebula.htm</a>).
It also uses 100% of my cpu on a macBook pro, but I guess it could be some kind of minimum spec test "if you can run this website with more than 10fps then you can run the game as well" :)<!--QuoteEnd--></div><!--QuoteEEnd-->
LOL I love it!!!!
It says: WILL YOU PLAY THIS FRAKING TRAILER????!!!!!
Lmao, WTH! Evey one has a good little bit written about them and some of it quite funny. the it gets to
Marc - Programming Intern
Marc is a Frenchman.
That made my insides bleed. And I still can not stop laughing<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1958902:date=Aug 8 2012, 05:19 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Aug 8 2012, 05:19 AM) <a href="index.php?act=findpost&pid=1958902"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Really...what more do you need to know?
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Good point.
Tiens bon l'ami !