Blog - Dynamic Infestation
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Comments
Can't wait to see how the infestation element affects gameplay <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
EDIT:
I can already imagine big battles with the creep going forward and back along with lights flickering on and off as it recedes\advances.
But will it always spread so fast? It just seemed too quickly moving to me. Just my opinion but i think it should have a creeping feel to it, but it didn't feel that way because it was rushing forward and changing too fast.
It is really really great to see dynamic environments, dynamic game play elements, and far more involving and immersing elements being put into the game. Congrats, and btw the hype bus just ignited its nitro.
It is really really great to see dynamic environments, dynamic game play elements, and far more involving and immersing elements being put into the game. Congrats, and btw the hype bus just ignited its nitro.<!--QuoteEnd--></div><!--QuoteEEnd-->
No kidding, I can't even think of a FPS game that would have something like this. I think the hypemeter just exploded haha.
I wonder how it scales though. It seems like a whole lot of those meshes will be created in a typical game - wouldn't that hurt performance?
Also, the bumpiness should be more random. I'm going to assume that the creep will grow radially (rather than directionally as depicted in the video), and that would result in very bumpy terrain - imagine trying to wallclimb on that.
It does look pretty sweet, but as a mapper I'd like to be able to either place it directly, or control where it does or doesn't appear and the rate at which it does so. My main reasoning for that is aesthetic; while it does look pretty damn awesome, there are some cases where you won't want the entire room coated in it. On a related note; I'm not sure on the feasibility, but it would be cool if it avoided self illuminated portions of textures.
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Just make the light shine through the infestation like a transparency, or make it change the texture to an off light with maybe a nice dimming effect <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />.
Saves time for the mappers and adds gameplay elements, very nice idea. I had no idea you could do something like that on the Source engine.
I am sure this is just the beginning of the innovative ideas for NS2. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
How will the infestation affect a player who happens to be standing in it's path? Will it fuse a marine to the floor or simply push him upwards on top of it so he doesn't get stuck?
Personally I think the edge of the infestation should be feathered more. The way it is currently reminds me of painting with a custom brush in photoshop. But that could just be because of the speed of it. I always pictured it as a wider slower infestation.
Totally offtopic but the RSS feed for RSS 2.0 isn't updating properly but the atom 1.0 is . The 2.0 feed is still showing the Max intro while the atom one shows the current infestation one.
It does look pretty sweet, but as a mapper I'd like to be able to either place it directly, or control where it does or doesn't appear and the rate at which it does so. My main reasoning for that is aesthetic; while it does look pretty damn awesome, there are some cases where you won't want the entire room coated in it. On a related note; I'm not sure on the feasibility, but it would be cool if it avoided self illuminated portions of textures.
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Might could use some kind of nobuild type texture to define a line that it can't grow over.
Enjoy!<!--QuoteEnd--></div><!--QuoteEEnd-->
Just noticed, the first "blog entry" should be deleted, only leaving the hyperlink named that.
Though I hope the infestation doesn't affect the layout. With loads of dynamic infestation it's bound to create loads of frustrating sticky spots. We may as well be playing Natural Selection: Mr Ben (ho ho).
Love the idea of the infestation affecting technology, though.
There's various different approaches to this that I'm sure you're exploring, but I want to touch on as I think about it.
- focal point expansion vs directional tendrils
- specific or all chambers/towers/hives as focal/starting points, allowing some control over the infestation by the players
- if tendrils, possible random sub tendrils breaking off and ending after a random distance
- grenades and/or other weapons (eg flamethrower) pushing back/destroying infestation (see antlion exploding particle effects ala episode two)
- the obvious -- allow chambers on creep only; in this case resource chambers and/or hives can be a focal/starting point and possibly other chambers help expansion
- moving doors offer a possible issue, perhaps it'll open the door after detecting movement and stay that way until the infestation is cleared.
- moving platforms would probably just have to stop working
- gorge flux -- offering the gorge to spray where he wants a tendril to infest next.
- allow the infestation to drip, drop, or droop to the floor when it's on the ceiling, possibly creating a stalagtite and/or stalagmite. (is most interesting if it clips)
- make skulks ultra-clingy to infestation, riding the bumps with ease (if it clips)
- make cloaking work better or only in front of infestation
- increase movement speeds over infestation
- make sure that infestation doesn't block hallways for onos (if it clips)
Maybe that will ignite some more discussion.
Sexy.
Though I hope the infestation doesn't affect the layout. With loads of dynamic infestation it's bound to create loads of frustrating sticky spots. We may as well be playing Natural Selection: Mr Ben (ho ho).
Love the idea of the infestation affecting technology, though.
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i should think that since the infested material is goopy, there should be a fair bit of "wiggle" room heh thus there should be far less conflict than one should think. Who knows, maybe collisions will cause problems or maybe there is a min collision area set for them such that it wont cause problems unless it is generated while you are nearby (eg: you are in a corner while the infestation moves in and you get pinned heh.
excellent work <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
But will it always spread so fast? It just seemed too quickly moving to me. Just my opinion but i think it should have a creeping feel to it, but it didn't feel that way because it was rushing forward and changing too fast.
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I think it's safe to assume this is a demonstration of the technology and their accomplishment, rather than a demonstration of exactly how it will appear in its final incarnation.
Looks really good and I can't wait to see some of the cool stuff like infestation affecting lighting etc. ingame. Dynamic environments are great.
That would be funny if the gorge could draw the infestation, or add some "touch" here and there <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Regarding the infestation, some kind of <i>aliens's lianas</i> hanging from the ceiling would be cool.