Development Blog Update - Unknown Worlds Podcast #21

MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
edited March 2008 in NS2 General Discussion
Please post comments on the topic Development Blog Update - Unknown Worlds Podcast #21 <a href="http://www.unknownworlds.com/ns2/news/2008/03/unknown_worlds_podcast_21" target="_blank">here</a>
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Comments

  • TheNinthPlayerTheNinthPlayer Join Date: 2002-05-20 Member: 637Members, Constellation
    Even though you guys had a recording problem with the first take of this podcast, I'd like to say that the quality of the podcast have really improved since you started doing them!
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    I'm imaging some pretty epic tension concerning the pencil time-sharing lol.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    Woohoo guys massive kudo's, it all seams to be falling into place, everything that all anyone can hope for, i am getting excited again like my excitment for ns2 has been fairly linear at a fairly good incline, but now its just ramped off the chart, its a pitty university has me run off my feet.

    keep it up, and J good luck in america mate, show dem how aussie's knuckle down and just make awsome progress.

    *claps as loud and as hard as he possibly can.... everyone around me is looking at me weird but also have increased there claping volume
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    edited March 2008
    Wow, some really interesting developments. Things really seem to be picking up.
  • Anani MasuAnani Masu Join Date: 2008-03-14 Member: 63865Members
    Even before you release the actual NS2TR I'd personally like to see a write up of the basic game rules so I can do some map planning. I know I have a bit more freedom on elevation changes with the new camera system but what other stuff has changed? I seem to recall you talking about hypothetically switching to 4 hotspots that could randomly support the marine start or a hive. Ive got some rough ideas for layout but theyre all more or less based on NS1 gameplay. Please try and let us knoow ahead of time so we can get right into making and testing out our plans as soon as the NS2TR drops.
  • Nima_Nima_ Join Date: 2007-08-30 Member: 62083Members
    Hey guys, sounds like things are really coming along and not too long and you'll be going at full steam! Love the fact that we can keep up with the progress with these podcasts, please keep doing it!
  • IronFistIronFist Join Date: 2006-12-01 Member: 58805Members
    Greetings sirs. I am a domestic investor here in the U.S. and have the means available to supply you with well over a dozen pens. Perhaps two dozen. Should you provide your office address or a suitable location for receipt of said pens, I would be inclined to expend a sizable portion of my personal wealth in the purchase and transfer of these pens to your whereabouts. If my own business is going well, I may elect to include some pencils. We're not talking dollar store pencils; these will be Wal-Mart grade. I may even import them from China myself.

    NS2TR sounds exciting -- hopefully it will inspire me to learn Hammer. Or, at least see how QuArK's offerings hold up for HL2!
  • 11k11k Join Date: 2007-11-17 Member: 62941Members
    Sounds like things are going well.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited March 2008
    in regards to getting PC's for yourselves and potential staff - would it be worth approaching say Dell or AlienWare (or whatever is big gaming wise in your part of the world ) as a sponsor ? could lead to free PC's simply by placing a logo up when the game starts up. They might even give you a backup unit!!!!

    oh and our accents don't sound crazy to us Max <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    dunno if you are allowed, or even want to discuss this in your podcasts, but i'm curious to hear what work is remaining? mapping, art work, and balancing? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1673906:date=Mar 22 2008, 12:51 PM:name=Anani Masu)--><div class='quotetop'>QUOTE(Anani Masu @ Mar 22 2008, 12:51 PM) <a href="index.php?act=findpost&pid=1673906"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Even before you release the actual NS2TR I'd personally like to see a write up of the basic game rules so I can do some map planning.<!--QuoteEnd--></div><!--QuoteEEnd-->

    yep gotta agree there, i've got some ideas for rooms, and hallways, but you can't really do anything until you know how the game works, and how different it will be from NS1.


    imagine playing a type of Knots and Crosses game at the start of a round which would determine alien and marine starting points aswell as areas of control for either team.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    Really happy for you guys, hoping to see good things come out of it!

    Remember to watch out for Lucasitis. <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />



    PS: "iPhone ZoS lol..." - no it's a good idea, it's just funny. At first when you said it I got the mental image of trying to emulate steam through wine in an apple environment on a mobile device.
  • PrefixPrefix Éirinn go Brách Join Date: 2006-12-31 Member: 59353Members, Constellation
    these podcasts are starting to get really professional tbh.

    look forward to next weeks.

    *cough* NS2 and linux *cough*
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2008
    This big company you can't talk about... IF it is EA, then you can be sure I'm taking the next flight to hunt you both down and steal your entire cookie jars! No, not just a cookie... If this is true then it will be your entire cookie stash!

    Now with that out of the way, I'm kind of shocked by the fact that Max has only ONE computer (heck laptop even) to store his stuff! Get some RAID going or at least more seperate HDD's to store you stuff man, even DVDR's could do the job <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    Scary...



    Sidenote:
    Did the sound volume of this podcast die or what?

    [edit]
    GAH! it was winamp and its gastly volume controller, it also lowers my main wave volume... Podcast was fine...
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I'd be interested too see the portfolios for your new recruit(s), some eye candy would really spice up a rather dull news item. Talking of the recruits will they be joining in on future podcasts or just anonymously grinding out content in the background?
  • La ChupacabraLa Chupacabra Join Date: 2008-02-25 Member: 63729Members
    edited March 2008
    <!--quoteo(post=1673942:date=Mar 22 2008, 07:24 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Mar 22 2008, 07:24 PM) <a href="index.php?act=findpost&pid=1673942"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This big company you can't talk about... IF it is EA, then you can be sure I'm taking the next flight to hunt you both down and steal your entire cookie jars! No, not just a cookie... If this is true then it will be your entire cookie stash!<!--QuoteEnd--></div><!--QuoteEEnd-->

    count me in, as long as pencils are involved too

    <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    GJ guys!

    ps. change this <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> into sth less *i've-got-digestion-problems*-type of emot! Please!
  • [R8]DJBourgeoisie[R8]DJBourgeoisie Join Date: 2007-09-05 Member: 62176Members
    I think it would be a rather big mistake to rely on community maps only and not hire 1 or 2 professional level designers. Nothing against the community mappers, but doing level design in source is much more challenging than it was in half-life. Creating something that is retail quality is a completely different level than doing something for a free mod. I hope you don't overlook the importance of having great maps in ns2, I would be disappointed if I saw copies of ns maps ported over with updated textures. Anyways, good luck with the game, time allowing, I definitely am interested in doing an ns2 project.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2008
    I do believe that working with goldSRC and large maps or maximising detail, while keeping it running smooth, is also quite challenging with the limited amount of resources you have in the engine. Regarding retail quality, I do think that the official maps and some custom maps are quite at that state of quality. Heck, I'd say they are way beyond retail quality...

    Personally I have found source mapping quite liberating compared to goldSRC, dare I say easier, but I do agree with you that it can be harder to make things look good with all the new feature you have to learn.

    Having in house level designers will be a major plus in terms of playtesting, having more control over the look and feel of the maps etc... So, yeah you do have a point of them hiring level designers to get a more smooth design traject going.


    Sidenote:
    From what I've seen in the NS2TR alpha releases, the textures (artwork)/models are a superb quality. Also the community mappers are quite up to the task of making things look awesome with these alpha models and textures. We can't say anything about layouts yet as only Charlie and Max know how NS2 is going to be played, or at least have an idea of it... I hope <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />


    @La Chupacabra

    Fine, you can have your pencils <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
    wow. grats jason take the wishes of the aussie ns community with you =p
  • haymohaymo Join Date: 2005-01-09 Member: 34040Members, NS1 Playtester
    jason OMGWTFBBQ? heh i was bored at work okay. OKAY? i got a few interesting responses to my capitalised OH MY GOD. Anyway, gl man, I hope Max isn't a grumpy old man... you know, 2 grumpy old men don't get along very well <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> and enjoy the coast when you return <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> i'll visit.
  • FatHeadFatHead Join Date: 2008-03-24 Member: 63949Members
    Hello,
    You may have already answered this, but I didnt see anything on it. What are you using for map creation are you using valves stuff like hammer or have you developed your own? I would like to try and make a map for the game and was just wondering what you plan/are using. <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    they are using hammer <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    but i'm pretty sure you can use anything that will compile a hl2 compatible bsp file - such as quark
  • friggestfriggest Join Date: 2008-02-04 Member: 63578Members
    So the game should be out in 1.5 years or less. anything more and funding will run out because who wants to be in development forever.

    Half life 1 released 1998
    NS 1 released 2002

    Half-life 2 released 2004
    NS 2 started being worked on 2006

    so it makes sense that it should be shortly before we experience this game.

    UNKNOWNWORLDS dont rush, but work extra hard. youve got a great fanbase and probably the best strategy game ever. no game is as fast as NS. thats why i love it.

    the biggest part will be balance and immersing the player in the game. nothing feels quite like being in the game.

    I trust you guys to get it done, make it great, and expand into bigger and better things.

    Love yall
    -frigg
  • Nima_Nima_ Join Date: 2007-08-30 Member: 62083Members
    Awesome that you guys have an aussie working for you! Hey Haymo btw lol.
  • TestosteronTestosteron Join Date: 2006-12-29 Member: 59299Members, Constellation
    In case you ever run out of pencils: Just go to some big conference. Many companies give them away for free...

    And for those who care: Here is the version in the proper language <a href="http://www.lerk.de/2008/03/21-podcast-mit-angestellten-ns2tr-geld-furs-mappen-und-iphone-spielen/" target="_blank">21. Podcast mit Angestellten, NS2TR, Geld fürs Mappen und iPhone Spielen</a> <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
  • yuttyutt Join Date: 2002-11-16 Member: 8885Members, Reinforced - Gold
    Thinking of major LUA players in game development, Blizzard springs first to mind.

    Wonder if that is who the deal is with. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    Now you mention the investors have skills that will help business wise in additional to just being monetary support. Do any of these investors happen to be expert in plush dolls? I still want a plush lerk to sit on my comp.

    For those wanting to learn to map, I got the advanced source level design dvd from noesis interactive. Two days later I made a greenhouse over looking a biological study room with cool lighting, breakable glass and even a breakable sliding glass door that can be opened by a button or by exploding it. I't was pretty sweet. Except I didn't have any real plants to put in my greenhouse <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />. I hope NS2TR comes with alien plant forms I can put places, or I'll get another video on how to make those. Point being the video works and is easy to follow. I beleive the video was made prior to ep2 and maybe ep1 so it doesn't cover the newer source stuff. You can get it off the valve store or amazon and probably noesisinteractive.com their website but I'm too lazy to look cause I already have it.
  • CaM_CaM_ Join Date: 2008-03-27 Member: 63978Members
    good luck J!, i know you guys will do the NS community proud.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    I was going to post this in the balance thread, but as it came out not completely retarded I decided to post it here, where it may do some good, even though it may not be completely related to the podcast beyond being generally NS2-related. If this is bad, PM me and I won't do it again:

    It's really easy to quantify skill on marine vs skill on alien. You playtest until you have a good understanding of the difficulties of playing each class (based on an objective scale with objective "anchor" reference points) and then quantify the difficulty of the class based on experience and apply that as a multiplier (from 0-1) against the kills made as that class.

    PS: You should be doing this anyway while you're playtesting the alien classes, and if possible, it should incorporate the gamestate as well as the class, so it isn't an isolated and arbitrary measurement. IE, you should fetch the armor level on a skulk and the weapon the marine is using and the skulk's total skill level when you're calculating what percentage to alter the killer's score upon resolution of a kill.
    Obviously you can't quantify everything, but a few important elements to look at are the player's situational advantage (and the opponent's advantage) including upgrades/classes, and the skills of the players involved (which may happen in the same general area of the code as checking for assists.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    I'm really excited to hear that the team is growing. I also demand that you put J! on the air. Pleeeeeaaassseee??? :-)

    It's interesting, you really do sound kind of like a CEO now Charlie. ("company vision", "pencils and paper" as being of real value over bling, etc.) I guess the concerns about managing a business will make you grow in that way, eh?
  • antyanty Join Date: 2003-02-05 Member: 13143Members
    <!--quoteo(post=1674477:date=Mar 28 2008, 12:18 AM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ Mar 28 2008, 12:18 AM) <a href="index.php?act=findpost&pid=1674477"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's interesting, you really do sound kind of like a CEO now Charlie. ("company vision", "pencils and paper" as being of real value over bling, etc.) I guess the concerns about managing a business will make you grow in that way, eh?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think Charlie sounded like a CEO since they have podcasts. I don't know how he sounded before, but judging all the work around NS1 he always knew where to focus on. I just want to mention the Mapper guidelines or the Technology Release.
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