Development Blog Update - Unknown Worlds Videocast #3

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2008
    OMG outside open areas J/K

    Outside views/landmarks is what a lot of the maps in NS1 have been lackingand something only a few maps have done (machina, akaba >unreleased>, and of course my maps <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> probably more I don't remember)

    I really love this idea to give the player the idea they are part of something bigger instead of just a few hallways. Outside views will rock NS2 into the next generation.

    I do hope the models will be plentyfull so we won't get the idea of clone maps. I probably will still be mapping with a combination of the modes and complex brushwork (makes it more unique imho) and unique areas won't have to be recreated in other maps)
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    OMG too red! You're breaking the game <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" />

    Seriously though it looks great. I'm excited to see windows in rooms; I always liked the windows in lost.
  • 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
    As per usual, great concept art there.
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    edited June 2008
    ZOMG STILL TOO BRIGHT!!! MY EYES ARE BURNING!!!

    just kidding, awesome concept art corey, cant wait to see what the whole level will look like.

    special thanks to Mojokdirector for making the video, good to see the dev's have taken notice of your work in the forums!

    the video was very funny as well - EASTERN EUROPE!
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Didn't expect another 'cast this quickly...

    Thanks for the cool video, Mojokdirector.

    The concept art is looking nice, and I'm glad to see an emphasis on models. It seems like Valve uses models so frequently in their maps -- take cs_militia in CS:S for example, nearly everything in the house except the floor and steps are models.

    It makes the map feel 'alive,' if you will.
  • MojokdirectorMojokdirector Join Date: 2008-02-21 Member: 63705Members
    edited June 2008
    <!--quoteo(post=1681927:date=Jun 24 2008, 04:13 PM:name=Buzzou)--><div class='quotetop'>QUOTE(Buzzou @ Jun 24 2008, 04:13 PM) <a href="index.php?act=findpost&pid=1681927"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->special thanks to Mojokdirector for making the video, good to see the dev's have taken notice of your work in the forums!
    the video was very funny as well - EASTERN EUROPE!<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1681928:date=Jun 24 2008, 04:20 PM:name=SentrySteve)--><div class='quotetop'>QUOTE(SentrySteve @ Jun 24 2008, 04:20 PM) <a href="index.php?act=findpost&pid=1681928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the cool video, Mojokdirector.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't know why you guys are giving me so much credit, If Matt hadn't offered skittles and crackers I never would have done it.
    I'm glad you guys like it though.
  • Matt ReganMatt Regan Join Date: 2008-03-23 Member: 63946Members, Retired Developer, NS2 Developer
    <!--quoteo(post=1681929:date=Jun 24 2008, 04:52 PM:name=Mojokdirector)--><div class='quotetop'>QUOTE(Mojokdirector @ Jun 24 2008, 04:52 PM) <a href="index.php?act=findpost&pid=1681929"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know why you guys are giving me so much credit, If Matt hadn't offered skittles and crackers I never would have done it.
    I'm glad you guys like it though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've said it once, and I'll say it again: Skittles can be used to solve any problem. Could you imagine if Oswald had a bag of delicious yummy Skittles? He would of been too busy tastin' the rainbow to pick up that rifle.

    You did a great job on this Jon. Thanks for doing it!
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    Blade Runner!
    The outside refinery platforms look like they would be ideal for a fire fight.
    How about a 'fire wall' around such a platform to prevent anyone from getting out (i.e. lerks) and then some sort of mesh-like overhead to prevent anything from flying out.
    Anyways...
    I'm glad its all coming together.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <!--quoteo(post=1681931:date=Jun 24 2008, 07:08 PM:name=Dalin Seivewright)--><div class='quotetop'>QUOTE(Dalin Seivewright @ Jun 24 2008, 07:08 PM) <a href="index.php?act=findpost&pid=1681931"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Blade Runner!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Beat me to it. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> If you guys need any more inspiration for this map, go watch that movie again.
  • haymohaymo Join Date: 2005-01-09 Member: 34040Members, NS1 Playtester
    looks like ns_metal. Sounds like a lot of maps are going to be similar to ns_bast/ns_metal
  • aNytiMeaNytiMe Join Date: 2008-03-31 Member: 64007Members, Constellation
    Don't listen to people complaining about lack of darkness, they don't know what they are talking about. Darkness is a cheap way to replace creativity.
  • BetaSwordBetaSword Join Date: 2005-01-18 Member: 36256Members
    edited June 2008
    <!--quoteo(post=1681936:date=Jun 24 2008, 09:32 PM:name=aNytiMe)--><div class='quotetop'>QUOTE(aNytiMe @ Jun 24 2008, 09:32 PM) <a href="index.php?act=findpost&pid=1681936"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't listen to people complaining about lack of darkness, they don't know what they are talking about. Darkness is a cheap way to replace creativity.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, Natural Selection was never a thing, that could be called cheap, and always creative.
    And on top of that, i really liked it, that Flayra and his Team actually improved the graphics of the old HalfLife-Engine.

    Maaan, I'm so gonna get the HL2-version downloaded, when it's released.

    Edit: Yeah I don't think we need that. KungFuDiscoMonkey
  • exoityexoity Join Date: 2003-03-17 Member: 14620Members, NS1 Playtester, Constellation
    I think the concept art of the refinery was great.

    The explanation of how you are going to balance out detail with just simple assests at different viewing direction is always something I am interested in hearing and hope you show more of that in the future.

    The video was hilarious also, I hope there is more of those.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    looks fantastic <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> very funny video too <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />


    Note : the marines in the background welding open a sealed door - or are they welding it shut ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited June 2008
    <!--quoteo(post=1681938:date=Jun 24 2008, 10:41 PM:name=BCSeph)--><div class='quotetop'>QUOTE(BCSeph @ Jun 24 2008, 10:41 PM) <a href="index.php?act=findpost&pid=1681938"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->umm...thanks?<!--QuoteEnd--></div><!--QuoteEEnd-->
    uhmm.. thanks for quoting and contributing to the topic?! <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />


    The new concept art is awesome, great mood there.
    The marines in it seems to be noobish though, because both are covering one side, while noone protects the welder guy from enemies going to come through the door <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    Those black/red skulks moving past the screen could have used some chuckle sounds, but I guess you aren't allowed to use these NS1 sounds from the free sound library thingy in NS2, because it's not free anymore ?!?
    I'm very interested to hear something about sound effects in the following casts, because they also contribute a lot to atmosphere and you haven't told anything about that yet.
    And although I'm pretty sure you'll doing a great job on the sound effects, there will probably be some disappointed players missing the old, classic sounds, if you can't really use them anymore.
    If you are allowed to use the old sound, are you going to reuse as much as possible?
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    <!--quoteo(post=1681940:date=Jun 25 2008, 03:55 AM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Jun 25 2008, 03:55 AM) <a href="index.php?act=findpost&pid=1681940"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->looks fantastic <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> very funny video too <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    Note : the marines in the background welding open a sealed door - or are they welding it shut ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    zoom in on the concept in the gallery section, they are definately <i>cutting open</i> a hole in the door, using a blowtorch....

    looks pretty sweet, hope that aspect makes it into the gameplay.
  • FraxinusFraxinus Join Date: 2008-03-02 Member: 63783Members, Constellation
    I lol'd when the skulk leaped across the screen on the bioshock screencap. Also I want that skulk screensaver.
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    edited June 2008
    The best thing about this videocast was hearing you guys having a laugh. I know you all knew each other before, but now you are all working in the office together you must be really bonding, being daft and having a good time. That's great it makes work so much more fun and I'm sure the game will benefit from it hugely. I'm envious I'd love to get back to a working environment like this, it reminds me of my programming labs at uni in a group of mates all working together having a laugh, good times.
  • BetaSwordBetaSword Join Date: 2005-01-18 Member: 36256Members
    Looking closely on that Welding-Scene in the Concept-Art, makes me wana hear about a Wii-Version, 'cause it reminds me on MetroidPrime3:Corruption, where you had to weld some Panels.

    Also if given the ability, to weld-shut some doors(most probably those which doesn't open automatically, but with a switch).
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Good to hear you're making the props as modular as possible. I can see a lot of fun being had with the NS2TR.

    Also were the 'copy+paste from other games' remarks a reference to <i>Limbo of the Lost</i>?
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    edited June 2008
    Thank you Mojokdirector, that was thoroughly enhanced by your contribution.

    Thank you Unknown Worlds for sharing that with us. It felt especially nice to hear about how the concept art is linked to shipping, that was very encouraging. I find myself eager to here it said you guys are making a living at this ... because that will mean more games! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    Coolness.

    I just want you to know that I felt all warm inside when you said "we've got a lot of work to do."
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    There should totally be a feudal Japan landscape.

    Back to reality, cool vid. Glad to hear people are thinking modular and getting a product out in mind.

    Out of curiosity, how are the outside "landmarks" going to be done? Are we using actual models outside the map and then a skybox, or will all that be in the skybox skin? Sorry if my nub mapping skills are missing the obvious classic way to do this.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    They're probably going to use a skycam, that scene screamed "3D SKYBOX!!" to me.
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    edited June 2008
    Jon Finger (Mojokdirector) must be allowed to do all video podcasts! My favorite moment was the skulk leaping over the bio shock girl.

    Great direction, but I do have a question. Is there a plan for an art pack to be released at some point for us to play around with and possibly start work on level design for the upcoming ns2? You know - help take some burden from you guys with all the ns2_nancy port-over requests.

    Also, this might be worth thinking about: Why does the hive have to hang from the ceiling? Is it possible that a hive tendril up from the ground or a wall, maybe a corner? It seems that the idea of how a hive exists is pretty static, and it might be worth manipulating it into all sorts of fun places.

    Refinery color values are ok, but the I prefer the coloring of the first lava room, the contrasting bright and dark that is worked in there seems more effective and epic... like Shakespeare. Duh!
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    its too dark.!!!! only kidding

    i like the blader runner/blues brothers esc ideas. I can see an oil refinery call fawley refinerey from my window, although its a few miles away across the solent water, its covered in lights and has flames licking the sky evey noe and again.

    I have on suggestion, would it be possible to make it look like the map is inside a building similar to the ones in the scene. What i mean is using skylight windows you could show the structure your in towering up to some chimneys, or using an elevated walk way with a partly transparent floor you could show how high up the building is with the view down.

    In the vista will the flames fare out and then on like a real refinery, Fawley the refinery near my apt, flares for about 5 secs every two mins, this may be a bit lax to create game play atmosphere but having the flames alter could be cool. Also a moving sky and chnaging toxic haze maybe cool. And if possible aircraft moving in the distance (could be evacuation craft or reenforcements?)
  • elimelim Join Date: 2002-11-17 Member: 9006Members, Constellation
    I'm not trying to be negative here towards NS2 at all because I absolutely love the game. I've played since the VERY beginning and it is the best and most unique game hands down. On the contrary if NS2 doesn't start some type of production aside from concept art and such which are great and all for ideas and a base to build the game off of, but if it doesn't get rolling soon it will unfortunately release too late and wont be a competitive power house like CS was and became. The biggest thing is that if it released early, people will play it and go damn this is the best mod out for HL2 and it will get recognized. Just my 2 cents.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    They've claimed all the background code is ready to go like weapon firing and hits (someone want to search for that citation? i'm lazy) and so the concept art is what is being used to develop models, prefabs, the look, etc. as well as some gameplay elements (glowies).

    So, the main thing is map/model dev, animation, gameplay, UI, etc. It's not like they're not developing stuff or that we're stuck in concept only mode. At least that's the impression I've been getting from the podcasts.
  • asmodeeasmodee Join Date: 2007-06-20 Member: 61317Members, Constellation
    <!--quoteo(post=1681984:date=Jun 25 2008, 04:47 PM:name=spellman23)--><div class='quotetop'>QUOTE(spellman23 @ Jun 25 2008, 04:47 PM) <a href="index.php?act=findpost&pid=1681984"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They've claimed all the background code is ready to go like weapon firing and hits<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'd hope so, considering when you start out with a mod all the code to handle this, as well as synchronization with the server is already there, as well as several different types of weapons (instant shot, like pistol/lmg, projectile (like grenades, gorge spit, acid rocket), and also ranged weapons (knife, various alien bites). Then it's just a matter of tweaking those to your needs. You could easily have half of the weapons in NS done by minor tweaks. Another 25% aren't too bad, but the other 25% require more modifications.


    <!--quoteo(post=1681984:date=Jun 25 2008, 04:47 PM:name=spellman23)--><div class='quotetop'>QUOTE(spellman23 @ Jun 25 2008, 04:47 PM) <a href="index.php?act=findpost&pid=1681984"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, the main thing is map/model dev, animation, gameplay, UI, etc. It's not like they're not developing stuff or that we're stuck in concept only mode. At least that's the impression I've been getting from the podcasts.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Coding is easy, art takes the time in a game like this. I hope they spend a lot of time on it. NS is by far the best looking HL1 mod, and I hope it's the best looking HL2 mod. While I personally enjoy NS for it's amazing gameplay, the masses are going to want to see amazing art before they consider buying/playing it.
  • asmodeeasmodee Join Date: 2007-06-20 Member: 61317Members, Constellation
    figured I should just note this before anyone starts saying "NS2 isn't an HL2 mod, it's a standalone game". I realize this, but when you license the source SDK, you have all the code that modders get plus even more, so you're still just modifying existing code regardless of whether or not your final product is distributed as a mod or as a standalone game.
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