Blog - Dynamic Infestation

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  • FooFoo Join Date: 2003-07-31 Member: 18632Members
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    <!--quoteo(post=1583439:date=Dec 3 2006, 01:50 AM:name=DiCola)--><div class='quotetop'>QUOTE(DiCola @ Dec 3 2006, 01:50 AM) [snapback]1583439[/snapback]</div><div class='quotemain'><!--quotec-->
    What about brush entities, ie. func_breakable?

    What happens when the creep crawls on some surface which can be moved or destroyed?

    Does it just avoid those? Surround them and never go on top of them? I'd would be a dead giveaway, showing all brush entities in the map. In some situations, it might look okay, while in others, it's just plain weird.

    For at least it should decal those surfaces with those small yellow tendrils, so it wouldn't look so clean.
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    I was wondering the same, I noticed all the level design was brushwork and that it mentioned the technique uses bsp info to generate the infestation. With Source's rather heavy dependance on props for detail (and most modern games I suppose) hopefully this can be designed so it covers everything and not just brushwork. Entering a room and seeing everything covered in infestation with all these shiny pipes, vents, fans, cables, railings, lights (you get the idea) poking out of it and looking all new and untouched would be rather immersion breaking I would suspect!
  • exoityexoity Join Date: 2003-03-17 Member: 14620Members, NS1 Playtester, Constellation
    I talked to a few buddies of mine who I use to lan 1.04 with back in the day, after I first told them about NS2 (which they were excited with to begin with) then showed them the video they said they would probably buy the game just to see how that plays out.
  • WywagWywag Join Date: 2003-08-15 Member: 19759Members, Constellation
    Great work, keep it coming.
  • ikirikir Join Date: 2003-07-19 Member: 18265Members, Constellation, Reinforced - Gold
    Oustanding! Keep up your good work Flayra & Devs!! THANKS!
  • RuByRuBy Join Date: 2002-12-12 Member: 10732Members
    <!--quoteo(post=1583458:date=Dec 2 2006, 08:33 PM:name=Scythe)--><div class='quotetop'>QUOTE(Scythe @ Dec 2 2006, 08:33 PM) [snapback]1583458[/snapback]</div><div class='quotemain'><!--quotec-->
    Gawd. Finally at the end of the thread.

    Ahem...

    <a href="http://www.unknownworlds.com/forums/index.php?s=2507547337332777984&showtopic=98019" target="_blank">STOLED MEIN IDEA! OGM! ETC!</a>

    At least I can finally have an example of an idea in I&S that made it big.

    Almost as cool as this video is the amount of publicity that NS2 is receiving. Crazy!

    --Scythe--
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    Ehm... I suggested this feature 4 years ago, with the same name... Unfortunately the topic got sucked by the void. Anyway, I don't mean to burst your bubble but "creep" seems so obvious that it can't really be attributed to anyone but the collective mind.
  • ZigZig ...I am Captain Planet&#33; Join Date: 2002-10-23 Member: 1576Members
    looks really amazing. keep up the great work <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    <!--quoteo(post=1583529:date=Dec 3 2006, 06:21 PM:name=RuBy)--><div class='quotetop'>QUOTE(RuBy @ Dec 3 2006, 06:21 PM) [snapback]1583529[/snapback]</div><div class='quotemain'><!--quotec-->
    Ehm... I suggested this feature 4 years ago, with the same name... Unfortunately the topic got sucked by the void. Anyway, I don't mean to burst your bubble but "creep" seems so obvious that it can't really be attributed to anyone but the collective mind.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    <a href="http://dictionary.reference.com/search?q=sarcasm" target="_blank">http://dictionary.reference.com/search?q=sarcasm</a>

    Accusing Charlie of stealing an IDEA from my post in the IDEAS AND SUGGESTIONS forum a joke? Nawwwww.

    NURSE! We need 60CCs of a sense of humour! Stat!

    --Scythe--
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    I don't think the idea deserves much credit. It's been done before in movies and games. Really, it's the implementation of the idea that deserves applause. Max ftw.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Not in a FPS though!
  • ScrapScrap Join Date: 2005-01-06 Member: 32953Members
    edited December 2006
    <!--quoteo(post=1583529:date=Dec 3 2006, 03:21 AM:name=RuBy)--><div class='quotetop'>QUOTE(RuBy @ Dec 3 2006, 03:21 AM) [snapback]1583529[/snapback]</div><div class='quotemain'><!--quotec-->
    Ehm... I suggested this feature 4 years ago, with the same name... Unfortunately the topic got sucked by the void. Anyway, I don't mean to burst your bubble but "creep" seems so obvious that it can't really be attributed to anyone but the collective mind.
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    well i think every hardcore ns fan has suggested it at some time. I did a topic where i wanted the infestation to follow the aliens 2 so... <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    Lots of stuff from I&S has made it into NS over the years. The +movement command, the welder and mine hud icons, removal of telefragging are just some of the features in 3.2 that I remember seeing in I&S.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    edited December 2006
    i think flayra talked about dynamic infestation before the first NS was even released. something was mentioned about some invisible entity moving around spraying infestation decals everywhere but then the infestation would be just flat.

    yah this is an incredible effect and i can see the whole industry and all game fans suddenly becoming interested in NS because of it.

    it would be cool if aliens and marines could dig tunnel networks through this infestation. a 3d ant farm anyone? i recall a tech demo involving voxels and metaballs that allowed this. and can chambers now finally grow from tiny globs instead of starting full grown and can they finally now be attached to walls and ceilings? i have actually seen a NS plug-in that did that and it was awesome and everyone on the forums laughed at me when i suggested it and they totally insulted it as the worst idea ever and yet a plug-in was made that did it. i swear i saw it on a server once. i'm not kidding.

    btw flayra i was wondering if NS2 will be using the pre or post episode 2 half life 2 engine because the latter has specular highlights enabled although the former does have environment mapping which has fooled some people into thinking there were specular highlights when actually there were not. i'm guessing you are using the good version of the engine because you mentioned phong which is what i think they were calling it.

    btw can you please inertialize the camera movement. i'm sick of all the twitchiness. it gives me a headache and makes it hard to see the effect properly.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    What's going to be interesting is to see the variation in sound. Different speed of growth sounding different or the sounds reflecting that growth rate? The larger the 'lump' of infestation growing the louder the sound may get? IF possible would be a nice addition.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    fantastic demo, cant wait to see where you go with this <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • ChesterChester Join Date: 2006-11-03 Member: 58296Members, Reinforced - Silver
    edited December 2006
    Jo, this Demo Video is fantastic! I hope, NS2 will become one of the best (or THE best?) hl2 MOD ever!
  • STARWOLF760STARWOLF760 Join Date: 2006-11-21 Member: 58686Members
    edited December 2006
    nice very very very nice

    this is the best game ever
    <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" />
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--quoteo(post=1583593:date=Dec 3 2006, 04:40 PM:name=Chester)--><div class='quotetop'>QUOTE(Chester @ Dec 3 2006, 04:40 PM) [snapback]1583593[/snapback]</div><div class='quotemain'><!--quotec-->
    Jo, this Demo Video is fantastic! I hope, NS2 will become one of the best (or THE best?) hl2 MOD ever!
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    It won't be a mod, it will be a full retail game.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What's going to be interesting is to see the variation in sound. Different speed of growth sounding different or the sounds reflecting that growth rate? The larger the 'lump' of infestation growing the louder the sound may get? IF possible would be a nice addition.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah the sound is really going to have to match the visuals in this game. Hope you get a great sound guy <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />. I'd be a really nice feature to exploit some of source's soundscapes (including some of those where it occludes sound through distance traveled ala DOD:S).
  • PheerPheer Join Date: 2002-12-02 Member: 10354Members
    Just some obvious things:

    DI is the khaara's environment, so they should have better mobility and footing on it, make less noise etc. (skulks pointy feet would sink in softly instead of tapping on human metal flooring)

    Marines would probably not be quite as suited for walking on slimy surfaces. Thus making sucking noises when taking steps, perhaps a little bit of sliding on downward slopes of DI humps?

    I would love to see DI affect gorge building abilities as well as marine buildings.

    Considering chambers still exist, they would 'bud' from the DI and build faster from the localized resources. Perhaps building on DI would cost less because the bacteria is already there.
    If there was no DI, they would still 'bud' and build slower? Build animations, especially in comparison to NS1, probably should be approached differently from instantly appearing from no-where.

    Marine turrets look fairly unstable with the exception of the siege, so why not have DI possibly knock over the turrets via physics. It would be completely random and based on the DI's expansion of course. Things like turret factories would slide downhill on the DI if they were built on it, or if the DI grew under it.

    I think Gabe made a good point on relating to Mario Sunshine, while the DI effect itself is 'cool', taking it to the next level and having it be truly dynamic and environmental would make the difference between a good idea and a great idea. These are just a couple of things that I think could be incorporated for better effect on game play without having to describe it to anybody. (and obviously less confusing for new players)

    The DI looks great.
  • bLb_SlayerbLb_Slayer Join Date: 2005-01-10 Member: 34501Members
    Sweet! Maybe now we can have procedurally created vines that attack you when you are looken the other way? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • Gunman_AddraekGunman_Addraek Join Date: 2004-11-19 Member: 32883Members, Constellation
    Not just any cheese. The coolest alien cheese EVER.

    In all seriousness, I love it.

    Now that you guys have some real funding, its nice to see that you guys can embellish NS2 with some bells and whistles <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    When Will Wright talks about maintaining creativity in gaming, he's talking about you guys.
  • USNavyFishUSNavyFish Join Date: 2006-12-01 Member: 58798Members
    <!--quoteo(post=1582968:date=Dec 1 2006, 10:42 PM:name=scaryface)--><div class='quotetop'>QUOTE(scaryface @ Dec 1 2006, 10:42 PM) [snapback]1582968[/snapback]</div><div class='quotemain'><!--quotec-->
    How much for ns2? $1000? 2000?? */me pulls out wallet*

    Concerns: (I know DI is still proof of concept but..)
    -Looks kinda bumpy, and I was wondering if it would close off narrow doorways/hallways for onos travel (and vents for the litte 'uns) Bulges do look cool, though, but maybe a little more spread out and random. But then again seeing a hallway that later looks like an onos esophagus would be pretty cool too.
    -??
    What I want:
    -Little alien plants, kinda like moss sporophytes, growing on top of DI <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    -Stuff hanging from the ceiling
    -DI that acts living
    ...-pulsating infestation (I'm thinking of the pulsing stuff in doom 3 near hell.)
    ...-DI that makes creepy noises that sound suspiciously like moving aliens.
    ...-<b>DI that retreats when it is attacked? (may solve the potential problem of blocked doorways)</b>
    ...-<b>DI that screams when you kill it *a must*</b>
    -Marines can't build on DI until they kill it
    -Aliens DON'T have to build on DI; instead of alien structures suddenly appearing out of nowhere, I want a growth animation while a gorge builds, where a structure rises from the ground on a generated pile of creep and blossoms. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    -Infestation makes walls more climbable by removing sharp corners
    -maybe makes walking quieter?
    -<b>Instead of RFK, have infestation consume dead bodies</b>
    -I agree with Gabe (the real gabe?) that it should have purpose beyond just looking cool, even if it's a small purpose.
    Anyway, great work! I love seeing real progress. It's more comforting than praying.
    ...Oh, and gorge plush!
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    YES YES YES!!

    With Seeker Tendrils!!


    Alright and just a note on courtesy... If you'd like to post, why don't you kindly read through the previous 11+ pages of text. I know it's tedious, but I garuntee you that somebody else has already suggested your idea or something very similar. And if you've got something truly original, when you post it, it wont get lost amongst the ten thousand other 'mee tooo!' repeat posts. Yay!
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    what the hell? it's important to repeat what has already been said because then Flayra knows how badly it's wanted.


    and btw i hope this means we can now finally build hives anywhere that there is room.
  • USNavyFishUSNavyFish Join Date: 2006-12-01 Member: 58798Members
    I'm not going to try and assume what the devs would prefer. It just seems to me that as they read through the board, they'd write down or take note of features which THEY liked. Sure, the dev's have been good with community feedback... but don't you think most of these things have already rambled through those genius heads? Like I said... really original posts are great! But skipping over what everyone else has written and then being like OMG CHECK OUT MY IDEA just wastes space and other people's time.
  • ExploderExploder Join Date: 2006-11-02 Member: 58202Members
    Bah, the high-quality .mov file doesn't work for me. Could anyone give me a hand?
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    It's about time somebody started pushing the Source engine.

    Can't wait to start mapping for you guys once you go retail <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • CondizzleCondizzle Join Date: 2004-10-05 Member: 32107Members
    edited December 2006
    <!--QuoteBegin-scaryface+--><div class='quotetop'>QUOTE(scaryface)</div><div class='quotemain'><!--QuoteEBegin-->-Instead of RFK, have infestation consume dead bodies<!--QuoteEnd--></div><!--QuoteEEnd-->
    ^
    The same could be done with the marine's nano relays.

    Edit: I see someone beat me to it in Ideas and Suggestions.
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    <!--quoteo(post=1582974:date=Dec 1 2006, 02:56 PM:name=Redford)--><div class='quotetop'>QUOTE(Redford @ Dec 1 2006, 02:56 PM) [snapback]1582974[/snapback]</div><div class='quotemain'><!--quotec-->
    This one concept could bring many many new gameplay ideas to NS. This may be a small, simple technology demo, but what it could mean for NS2 are immense and infinite. Talking in the official chat, quite a few ideas were created from the concept in the tech demo.

    - The infestation could grow from a hive, and since it is dynamic and random it could block corridors. This would mean that some hive approaches could not be used by marines until they used a weapon (flamethrower anyone?) to burn away the infestation. This could make every hive assualt a little diffrent since you would have no way of knowing exactly what the infestation has done in the meantime.

    - Remove regeneration as provided by defensive chambers and give aliens innate regeneration based completly on how close they are to infestation.

    - Marines who are standing on or near infestation are injured or otherwise somehow incaptiated (lower movement speeds, blurred vision, HUD errors, etc.). This could either be combated by having the marines destroy infestation or by giving marines a "team bonus" in which the more marines and buildings are in an area, the less effect the infestation has on all of them. For example, one marine rambos to a hive and tries to camp. The infestation surrounding the hive is much stronger then the nano-tech in his one armor and he is severly affected. He loses health constantly and can hardly aim. Easy skulk food. However, a SQUAD of marines standing near a turret factory (in a siege position) are much stronger. They are not affected by the infestation at all and could even possibly repulse the infestation due to the amount of marine technology in the area.

    - Working with the previous two ideas, gorges or a special new chamber could be used to CREATE dynamic infestation allowing the aliens to bring the benifit with them. This also opens the possiblity of the marines having a special weapon or weapons designed especally to combat infestation and the chambers that generate it.
    And the list goes on...
    Seriously, this is the best thing to happen to NS. Period.
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    I think that the infestation should DEFINETLY NOT have this much of an effect on gameplay. It's cool, but I don't think it should be a game-defining element. NS right now focuses on the conflict between the actual players and rewards skill. Making infestation affect marines as much as Redford suggests makes the game gimmicky... it sounds cool initially, but playing with it for a while would be boring.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Nah, it should have gameplay elements. the marines could have buildings to counter it and fortify locations (nano pulsation fields?). As the aliens would have location to fortify with infestation, better mobility, better hp/armor.

    GET RTS BACK IN NS!
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