Question - Features in 1.0 Release
Joseppe
Join Date: 2012-01-21 Member: 141497Members
<div class="IPBDescription">Dynamic Infestation + 5.1 Surround ?</div>I know the devs are currently focusing:
-Optimizing
-Balancing
-Bugfixing
* thx @ Cory for answering questions (of this thread) in his spare time!
* keep in mind for the release date:
> players should be happy that only 6 people are doing the hard job for creating such an amazing game
== State of Release (<!--coloro:#006400--><span style="color:#006400"><!--/coloro-->Released<!--colorc--></span><!--/colorc--> < <!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->Before<!--colorc--></span><!--/colorc--> < <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->in<!--colorc--></span><!--/colorc--> < <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->after<!--colorc--></span><!--/colorc--> 1.0):
Maps:
* [<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->after<!--colorc--></span><!--/colorc-->__1.0] ns2_biodome <a href="http://i50.tinypic.com/10d5lkn.jpg" target="_blank">Image: Concept (right side)</a>
* [<!--coloro:#006400--><span style="color:#006400"><!--/coloro-->Released<!--colorc--></span><!--/colorc-->_] ns2_docking
* [<!--coloro:#006400--><span style="color:#006400"><!--/coloro-->Released<!--colorc--></span><!--/colorc-->_] ns2_mineshaft
* [<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->in<!--colorc--></span><!--/colorc--> ____1.0] ns2_refining <a href="http://i50.tinypic.com/10d5lkn.jpg" target="_blank">Image: Concept (left side)</a>
* [<!--coloro:#006400--><span style="color:#006400"><!--/coloro-->Released<!--colorc--></span><!--/colorc-->_] ns2_summit
* [<!--coloro:#006400--><span style="color:#006400"><!--/coloro-->Released<!--colorc--></span><!--/colorc-->_] ns2_tram
* [<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->before<!--colorc--></span><!--/colorc--> 1.0] ns2_veil
Models (Placeholders at the moment):
* [<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->before<!--colorc--></span><!--/colorc--> 1.0] "real" grenade launcher model (done: concept, model, texture - todo: animation)
* [<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->before<!--colorc--></span><!--/colorc--> 1.0] "real" lerk-bite view model (done: concept - todo: model, texture, animation)
* [<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->before<!--colorc--></span><!--/colorc--> 1.0] "better" gorge clog model
* [<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->before<!--colorc--></span><!--/colorc--> 1.0] "better" infestation spikes
* [<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->after<!--colorc--></span><!--/colorc-->__1.0] "real" arms lab (done: nothing - todo: concept, model, texture, animation)
Gameplay:
* [<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->before<!--colorc--></span><!--/colorc--> 1.0] Exo Suit
* [<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->before<!--colorc--></span><!--/colorc--> 1.0] Exo Suit - Minigun
* [<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->after<!--colorc--></span><!--/colorc-->__1.0] Exo Suit - Railgun
== 1.0 Release (ANSWERED):
<!--coloro:#F5DEB3--><span style="color:#F5DEB3"><!--/coloro-->1.)<!--colorc--></span><!--/colorc--> ...dynamic infestation change ? (current infestation is not final)
* 3D Version maybe after 1.0 Release
* Improvements (in 1.0 Release): by maps such diffuse, normal, specular, glass
<a href="http://www.youtube.com/watch?v=SFfNoXSDXqg" target="_blank">Video: Dynamic Infestation - Example in Processing (Programming Language), (Dec 2011)</a>
<a href="http://www.youtube.com/watch?v=YDXxkuenaow&feature=related" target="_blank">Video: Dynamic Infestation - Tool (Dec 2011)</a>
<a href="http://www.youtube.com/watch?v=mMMiKKv7g7s" target="_blank">Video: Dynamic Infestation - really old Prototyp (HL2-Source-Engine), (Dec 2006)</a>
Current VS Should be:
flat growing (only texture) with some clogs VS real 3D growing (Prototyp 2006)
== 1.0 Release (QUESTIONS), will there be a...
<!--coloro:#F5DEB3--><span style="color:#F5DEB3"><!--/coloro-->2.)<!--colorc--></span><!--/colorc--> ...5.1 / Surround Sound Option ?
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117002" target="_blank">Thread: NS2 Sound Engine - Capabilities, Quality (Mar 2012)</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117163" target="_blank">Thread: 5.1 Sound broken ? (Mar 2012)</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112365" target="_blank">Thread: Dolby 5.1 Surround Sound Support ? (Jan 2011)</a>
EDIT: as Floordinator says its in - i have to try it out
-Optimizing
-Balancing
-Bugfixing
* thx @ Cory for answering questions (of this thread) in his spare time!
* keep in mind for the release date:
> players should be happy that only 6 people are doing the hard job for creating such an amazing game
== State of Release (<!--coloro:#006400--><span style="color:#006400"><!--/coloro-->Released<!--colorc--></span><!--/colorc--> < <!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->Before<!--colorc--></span><!--/colorc--> < <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->in<!--colorc--></span><!--/colorc--> < <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->after<!--colorc--></span><!--/colorc--> 1.0):
Maps:
* [<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->after<!--colorc--></span><!--/colorc-->__1.0] ns2_biodome <a href="http://i50.tinypic.com/10d5lkn.jpg" target="_blank">Image: Concept (right side)</a>
* [<!--coloro:#006400--><span style="color:#006400"><!--/coloro-->Released<!--colorc--></span><!--/colorc-->_] ns2_docking
* [<!--coloro:#006400--><span style="color:#006400"><!--/coloro-->Released<!--colorc--></span><!--/colorc-->_] ns2_mineshaft
* [<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->in<!--colorc--></span><!--/colorc--> ____1.0] ns2_refining <a href="http://i50.tinypic.com/10d5lkn.jpg" target="_blank">Image: Concept (left side)</a>
* [<!--coloro:#006400--><span style="color:#006400"><!--/coloro-->Released<!--colorc--></span><!--/colorc-->_] ns2_summit
* [<!--coloro:#006400--><span style="color:#006400"><!--/coloro-->Released<!--colorc--></span><!--/colorc-->_] ns2_tram
* [<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->before<!--colorc--></span><!--/colorc--> 1.0] ns2_veil
Models (Placeholders at the moment):
* [<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->before<!--colorc--></span><!--/colorc--> 1.0] "real" grenade launcher model (done: concept, model, texture - todo: animation)
* [<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->before<!--colorc--></span><!--/colorc--> 1.0] "real" lerk-bite view model (done: concept - todo: model, texture, animation)
* [<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->before<!--colorc--></span><!--/colorc--> 1.0] "better" gorge clog model
* [<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->before<!--colorc--></span><!--/colorc--> 1.0] "better" infestation spikes
* [<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->after<!--colorc--></span><!--/colorc-->__1.0] "real" arms lab (done: nothing - todo: concept, model, texture, animation)
Gameplay:
* [<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->before<!--colorc--></span><!--/colorc--> 1.0] Exo Suit
* [<!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro-->before<!--colorc--></span><!--/colorc--> 1.0] Exo Suit - Minigun
* [<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->after<!--colorc--></span><!--/colorc-->__1.0] Exo Suit - Railgun
== 1.0 Release (ANSWERED):
<!--coloro:#F5DEB3--><span style="color:#F5DEB3"><!--/coloro-->1.)<!--colorc--></span><!--/colorc--> ...dynamic infestation change ? (current infestation is not final)
* 3D Version maybe after 1.0 Release
* Improvements (in 1.0 Release): by maps such diffuse, normal, specular, glass
<a href="http://www.youtube.com/watch?v=SFfNoXSDXqg" target="_blank">Video: Dynamic Infestation - Example in Processing (Programming Language), (Dec 2011)</a>
<a href="http://www.youtube.com/watch?v=YDXxkuenaow&feature=related" target="_blank">Video: Dynamic Infestation - Tool (Dec 2011)</a>
<a href="http://www.youtube.com/watch?v=mMMiKKv7g7s" target="_blank">Video: Dynamic Infestation - really old Prototyp (HL2-Source-Engine), (Dec 2006)</a>
Current VS Should be:
flat growing (only texture) with some clogs VS real 3D growing (Prototyp 2006)
== 1.0 Release (QUESTIONS), will there be a...
<!--coloro:#F5DEB3--><span style="color:#F5DEB3"><!--/coloro-->2.)<!--colorc--></span><!--/colorc--> ...5.1 / Surround Sound Option ?
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117002" target="_blank">Thread: NS2 Sound Engine - Capabilities, Quality (Mar 2012)</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117163" target="_blank">Thread: 5.1 Sound broken ? (Mar 2012)</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112365" target="_blank">Thread: Dolby 5.1 Surround Sound Support ? (Jan 2011)</a>
EDIT: as Floordinator says its in - i have to try it out
Comments
edit: Ohh maybe you're talking about the game generating surround sound for stereo devices, just like BF3! I agree this would be awesome for the no 5.1/7.1 users.
I still don't understand why marines need to be able to kill DI with guns, while we're on the subject.
The reason it is now using Cysts is because back when it was indeed just infestation (a starting ability), only killable by the flame thrower (an expensive tier2 weapon).
Making infestation extremely overpowered, and I do mean <b>extremely</b> :) The marines need a way of dealing with the infestation from the start using starting tech. The visuals will be worked on to make it grow and look more like that DI video post release
Making infestation extremely overpowered, and I do mean <b>extremely</b> :) The marines need a way of dealing with the infestation from the start using starting tech. The visuals will be worked on to make it grow and look more like that DI video post release<!--QuoteEnd--></div><!--QuoteEEnd-->
Have power "repulse" infestation then? gives aliens more motivation to take down power and adds to the "alien controlled room" v "marine controlled room"
At least add blood on the ground and walls. I want dead bodies please for immersion since I'm not into competitive play!! Also have the dead bodies spawn in different places of the map in every game. thanks
At least add blood on the ground and walls. I want dead bodies please for immersion since I'm not into competitive play!! Also have the dead bodies spawn in different places of the map in every game. thanks<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah this is something i've been wanting to see acctually
At least add blood on the ground and walls. I want dead bodies please for immersion since I'm not into competitive play!! Also have the dead bodies spawn in different places of the map in every game. thanks<!--QuoteEnd--></div><!--QuoteEEnd-->
NS1 and NS2 has always tried to stay away from that kind of gore and horror themed elements, so we won't be adding in dead bodies and blood splatters littered around maps, even if it would be more realistic or immersive.
Regarding the rest of the stuff on the list:
--ns2_Veil is coming soon, and ns2_Refining will ship with version 1.0
--The new grenade launcher model has been concepted, modeled and textured and is just awaiting rigging and animation, and the lerk-bite view model has also been concepted, and is almost finished being modeled. Both of those will be in before 1.0
--Exo will be in before 1.0, but the railgun weapon option may get bumped to post 1.0
--Dynamic infestation -- The cyst mechanic was added as a necessary mechanic for gameplay, so that is likely not going to change when the final version of the infestation is implemented. A more 3 dimensional version of the infestation will not happen before 1.0, but we are still hoping to improve the look of the current version (at the moment it only uses a diffuse map, and no normal, spec,and glass maps which will improve the look of it a lot).
--The arms lab is a placeholder model, and we are hoping to have time to concept/model/texture/animate a new one before 1.0, but time is running out quickly. If we are unable to get to it before 1.0, then we'll at least spend some time to improve the current stand in version a bit, and try and distinguish it more from the armory, since it uses the armory model as the base, and is confusing for new commanders when viewed from above.
--Clogs and infestation spikes are stand in and we are hoping to get something better in for those before 1.0 as well
--Not sure about the surround sound stuff, I'm not familiar with that aspect of the game
Cory
[...]
Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
When you say that ns2_Veil is coming soon, do you mean soon as in before 1.0, or soon as in relatively soon after 1.0?
Why, though? I don't understand why you want to release the game in 1.5 month when you can barely reach feature completeness until then. Where is the polish phase? Where is the balancing phase? Whenever someone asks you claim that money is not the problem. Well, what is it then? You will (and should) get bad reviews if the release version is anywhere near the current state of the game. So, what's the rush?
I agree, but I think they want to release this game during a time NS1 gets his anniversary :) I have no qualms as long as UWE continue adding more features excluding DLC packs until they've given this game everything and then more love.
That is the worst possible reason to rush the release. UWE has seen the power of user-created contents, eg. TB's youtube channel, and if the game gets released in unpolished, not up-to-par state, those harsh reviews will quickly spread and just kill the game even after post 1.0 patches. Please release the game when you are completely satisfied with it and not just rush throught it, thinking that you can fix/patch after 1.0
Agree, I have no problem with waiting an extra month or two.
Take the "Valve time" approach!
+1
Soooooooo many games are ruined because the jump the gun on the final stretch - when all that is needed is a couple of extra months. But reviews don't review games after they have been patched.
Yes, it will be before 1.0
<!--quoteo(post=1958742:date=Aug 7 2012, 11:32 PM:name=Raza.)--><div class='quotetop'>QUOTE (Raza. @ Aug 7 2012, 11:32 PM) <a href="index.php?act=findpost&pid=1958742"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why, though? I don't understand why you want to release the game in 1.5 month when you can barely reach feature completeness until then. Where is the polish phase? Where is the balancing phase? Whenever someone asks you claim that money is not the problem. Well, what is it then? You will (and should) get bad reviews if the release version is anywhere near the current state of the game. So, what's the rush?<!--QuoteEnd--></div><!--QuoteEEnd-->
People seem to assume the game is not feature complete when the Exo is the last "feature" left, and it is already in the game, in the dev builds, just not yet released to the public. We have been focusing on optimization, bug fixing, balancing and polish already. No game is ever completely perfect for release, you can always do more to make it better, but at some point you need to just release it. Yes, there is a lot left to do before release, but we are working very hard to get it ready, and will continue to work hard after release to keep polishing and balancing.
--Cory
People seem to assume the game is not feature complete when the Exo is the last "feature" left, and it is already in the game, in the dev builds, just not yet released to the public. We have been focusing on optimization, bug fixing, balancing and polish already. No game is ever completely perfect for release, you can always do more to make it better, but at some point you need to just release it. Yes, there is a lot left to do before release, but we are working very hard to get it ready, and will continue to work hard after release to keep polishing and balancing.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
We just want to see you guys succeed, at least I do. I didn't play the first too much(even if I did a bit) but I was a huge fan of the AVP series(except the reboot, that was terrible). This games theme/atmosphere greatly reminds me of it...and that's an awesome thing. I can see myself playing this for a long time. I merely hope you guys have the developer build up to snuff, because I'd hate for reviewers to bash the game into failure. My AVP reboot failed and let me down, so I'm worried. I'd really love for these fears to be unfounded.
I don't know how financing runs here, but at some point releasing a build will be the only way to keep the machinery running.
I don't know how financing runs here, but at some point releasing a build will be the only way to keep the machinery running.<!--QuoteEnd--></div><!--QuoteEEnd-->
The release of 1.0 will bring a lot of media and new players, there is still enough wrong with the game that many first time players would turn away from it quickly, mainly performance. So long as the team has the money to do so I say keep it in beta. Once the performance issues are resolved then you can start talking about a release.
...To kickstarter!
Seriously, they could probably pull it off. Especially now with the recent exposure.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm sure, you people will polish the game more before 1.0 and that the performance will increase. But I'm not so sure, that you can make this step big enough for good reviews. Seriously, listen to your fans. The game isn't ready for the press jet and many players think that you can't make it ready in the short time you want to go 1.0
Don't misunderstand me. I love NS2 and play it regularly. It is fun! You guys have made a great game. But it needs more as a little bit polishing to get good reviews from the press. There are big problems like the performance and sluggish movement-feel. I don't think you can solve this in a month. There are little problems like the balance of carapace vs other upgrades. The role of the flamethrower vs adrenaline. etc...
You are right, that a game will never be perfect. But NS is a very complex and unforgiving game for noobs and reviewers may not be capable or willing to sacrifice their time to get into the details of the game. (And this is needed to learn to love the game.) So they may judge it superficial. And I'm just afraid they will pick out all the little bad things that are visible on the first glance. Again, don't get me wrong. If you get the performance straight, you will sure get at least 80% from the reviewers. But it could be so much more if you have more time to get into the details.
No reviewer cares if the game is 100% better after the first patches. Please, if you have the freedom, give yourself more time and put effort into things you now push to post 1.0