Blog - Dynamic Infestation



  • Zor2Zor2 Join Date: 2005-01-13 Member: 35341Members, Constellation
    Looks amazing ! Thanks for the updates and especially in deciding to "really "open the kimono"".
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Looking great!

    Would be cool if the infestation had a more pulsating expansion rate, like a life-form. Would be cool if there were some slow, slow movement going on as well so it looks like as if the infestation is alive.

    Will the infestation clip? If so; won't this create problems when it comes to where it's possible and not to drop buildings?
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    Dude, awesome. Like, woha!!!! I cant wait to see that in-game! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    Looks really good! It would be cool if Infestation could lock specific parts of a room/map so Marines have to destroy it before beeing able to move on.

    good job
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    If rines drop structures in a room full of infestation and don;t build it in time, the structure is taken over by the infestation and becomes unbuildable until the room is cleared with.... dare I say, a flamethrower? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • GoldenprizeGoldenprize Join Date: 2006-11-05 Member: 58379Members
    edited December 2006
    we dont know what is the new gameplay (units, aliens and stuff)
    So we cant say anything it works, BUT it looks amazing and real, no bullish its looks realy cool, the slime, and the thing under the surface looks so fantastic.

    I think it looks like a living organism, and i hope it dont need to many peformence but i think the levels looks cool with it.
    I hope the marines cant build on it <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />, or loose energy
    Watch my sig, im bad in english so i cant say what i realy mean.
    Hope, we see more cool things.

    Can any new or old creature burrow/dig in this infestation?
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    That, is AMAZING!

    Well done Max, you really have outdone yourself. Can't wait to get it in my map <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    edited December 2006
    Lol, tunneling in infestations, The aliens could create an underground network and hide the hive in there <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • splittersplitter Join Date: 2004-08-23 Member: 30808Members
    I dont know what to say beside AWESOME.
  • DiColaDiCola Join Date: 2003-01-04 Member: 11790Members
    Oh, wow...

    This is the kind of feature which adds a lot to the game. It gives many great ideas and makes the game more unique.

    For example, imagine a cloaked alien sitting in a marine base, inspecting their movements while remaining perfectly hidden. <i>Then after some time, the ground beneath the alien slowly starts to get infected by the bacteria, making a visible infestation.</i> It gives away the cloaked alien's location to the marines, who come double-time to the spot, blastin' their pieces.

    I'm sure the infestation advances a lot slower in the finished game, but the current speed would be just as horrifying. If I were being chased down the cramped hallways by such a greenish vomit -coloured slimy, living, speedcrawling goo, I'd panic like a cat in a washing machine.

    <i>" - It coming for us! Everybody run for their lives!"
    " - Oh god, it's already here..."</i>
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    Oh dear god this game looks so good already.
  • Hippie-stonerHippie-stoner Join Date: 2004-10-12 Member: 32225Members, Reinforced - Supporter
    you could really make this into something great.
    i would like to see the rooms get really dark and have to make use of the flash lights.

    also i hope you dont make this stuff grow toooo fast D:
  • tigersmithtigersmith Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
    This is amazing, It totally caught me off guard this morning when I was drinking my morning coffee before class. Great work guys your making source look like the correct choice.

    And I am pretty sure this is the first of many fantastic features to come. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    awesome. i knew this would be in the game, but didn't dream it would look this great! now what to call it ingame... 'goo'? 'fest? (inFestation) bird flu slime? gorgey poo?

    i like the ideas:
    - map triggers based on goo
    - flamethrower barbequeing the goo
    - gorges directing goo
    - goo affects abilities/structures
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    I think it's fine to call it 'Dynamic Infestation' or DI for short, but if there were to be a more casual term for it, then I think 'creep' is perfect.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    Yeh, bring on the creep.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited December 2006
    Looking good, especially for an initial working concept. Can't wait till the NS2TR gets released so we can have a play with this and it's effects..
  • elimelim Join Date: 2002-11-17 Member: 9006Members, Constellation
  • BOZOBOZO Join Date: 2002-11-02 Member: 3973Members, Constellation, Reinforced - Supporter, Reinforced - Shadow
    edited December 2006
    Amazing work, cant wait to see DI fully realized. How will this affect game play though? Will it block vents and doorways? Can it be destroyed? Either by shooting it directly or killing the "root" i.e chambers, hive, RT. What happens if theres a player/object in the way?
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    Im gob smacked !
    I didn't realises how far some of your work had already come.
    Keep up the great work lads.

    I know its a demo but.

    I Would love to see some chambers ( like the Offence Chamber ) sink into the infestation, while another OC didn't sink to get a bit of depth variety. I think it would add too the perception of how over grown with infestation some areas are.

    As for the speed of its growth i think was fine especially if its a big map.
    I guess it will depend if the infestation needs to be in the immidate area to build. if it does people will always say it never grows quick enough.
  • RuByRuBy Join Date: 2002-12-12 Member: 10732Members
    edited December 2006
    That looks freaking incredible. Pretty much exactly what I pictured when I suggested the idea 4 years ago with the same name... Not taking any credit, as it seems quite obvious, but still, good job!

    It might be interesting to study fractals in order to realistically render how the infestation might develop over large surfaces like a hive room. I agree with Mouse's comment that you wouldn't want the whole level to be covered by the end of the round but I think you knew that already.

    Other issues to consider are whether or not this creep can be destroyed over time if the hive or chamber it spawns from is destroyed, alternatively if marines have a means to directly destroy the "creep" using flame throwers for example. Also, how do you handle building marine structures over this stuff?

    Edit: By the way, you absolutely have to watch this in high resolution, the shading comes out and really adds to the effect.
  • BluePhishBluePhish Join Date: 2003-12-14 Member: 24364Members, Constellation, Reinforced - Shadow
    one word: !!! revolutionary !!!
  • NeroNero Join Date: 2002-12-20 Member: 11236Members
    Awesome! No more words to describe it.
  • RuByRuBy Join Date: 2002-12-12 Member: 10732Members
    This video made me think, to make the atmosphere successful you're going to have to go far beyond NS1 in terms of the auditory environment. The radio messages, alien voices and music were excellent but if you have features such as dynamic infestations entirely new scenarios come into play. A nice squishy footstep sound would be crucial of course, but what about flickering lights or beeping computers? Would the sound they emit be dampened by the overlapping infestation? What about the infestation itself, does it make noises? A gurgling would be neat, but combined with some sloshing and gooey sounds you could really make it scary. Perhaps as a marine you hear your own heart beat and breathing when first entering an infested area? The potential is astounding.
  • InsanoInsano Join Date: 2006-11-02 Member: 58197Members
    edited December 2006
    <!--quoteo(post=1582650:date=Dec 1 2006, 12:24 PM:name=PseudoKnight)--><div class='quotetop'>QUOTE(PseudoKnight @ Dec 1 2006, 12:24 PM) [snapback]1582650[/snapback]</div><div class='quotemain'><!--quotec-->- 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<!--QuoteEnd--></div><!--QuoteEEnd-->I'd like to see how marines could block a moving door, so that the infestion can't proceed past it and is stopped. Then when they are ready to battle, they can open the door and push the infestion back.

    But if the marines are too late, and the infestion is already past the doors, the infestion goes right away for the door control switch so the marines can't close the door anymore.

    This allow a lot of tactical manoeuvres <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Just curious how this will work with a marine or alien standing in the path of the DI. Will it go around, go over and kill or just simply raise them up on top of the expanding DI?
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    No worries Max, your programmer test-box is <i>far</i> better than many programmer test boxes I've seen in my day.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    that looks seriously awesome :)
  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    It looks like cheese.
  • n0oNEn0oNE Join Date: 2006-11-08 Member: 58474Members
    This looks so cool, cant w8 to see more stuff like this <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    Nice work, go on guys <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
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