Development Blog Update - Happy Halloween 2008 and MASC renders
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Comments
Edit: Happy Anniversary!
Is it really 6 years since NS was released? I was still in school back then. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
Oh, and happy 6th Anniversary / Halloween. Thanks so much for such a great mod!
Thanks for the update and we love the Twitter updates (we really do), keep it going guys!
Ehum, my 'feedback' if you even want any:
Nice work but I think I see some stuff that kinda makes it look a bit stale compared to the conceptdesign.
The back-end of the turret undeployed could use some slope, it's a bit "boxy" and if you want to go for this kind of organic mechanic design for NS I think you could make them a bit less symmetrical and less square. It feels like an ammo box on wheels when undeployed.
It also looks very new, think the more war-torn hull with scars in the metal and rusty miscolouring, and the tracks loosing its tension so it's a bit more slack.
And at the back of it, how about adding some kind display that starts flickering (like a flourescent light) when you start to deploy and then when it's fully operational the flickering stops in favor for some blue glow coming from the display to give some mood.
It feels like the marines around the actual machine won't be able to do any kind of manual override since there's basically nothing on it, even if it won't be part of gameplay for marines to actually use the MASCs, the machine could logically have it.
i remember play NS before STEAM.. good times..
Anyway love the model and art..and that you are 4 ppl.. wow didnt know that, great working then..
Thanks man!
Suck it! you freaking aliens <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
The tracks are way too smooth and too big as well. They need to look a bit more gritty and not so Ultra-clean, as well as being a bit thinner. Same goes with the rest of the textures. The turret looks way too clean and square. As was mentioned, try not to make it so symmetrical and perhaps add a lot of scratches/dirt whatever. All of these criticisms would involve almost no model work so would have little if any effect on the poly count.
Making some good progress though <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I thought it was a bit too clean looking too. I can definitely see the high-tech apparatus contained within being pretty clear of wear though (it's sitting inside the protective shell most of the time). This might make the stuff inside the MASC more impressive when it comes out, being near-spotless and everything.
I have no idea if you can actually use this but this feels so much like Marine-theme :o
Awesome work Hypergrip!
You guys should submit all of these blog posts to Digg btw - Each one that reaches the front page gets upwards of tens of thousands of click throughs, and the more people that hear about NS2 the better.
Keep up the awesome work!
Those models look really good too
Although I think it should look a little more gritty instead of so clean, or have it so it'll get dirty through the natural progression of the match.
Another good Halloween update. It's funny how this is pretty much the ONLY game I've ever really followed for a length of time and get excited about. The music is also well done. Good job guys!
Congrats on 6 great years but, BRING BACK BABBLERS !!! <img src="style_emoticons/<#EMO_DIR#>/hive5.gif" style="vertical-align:middle" emoid="::hive::" border="0" alt="hive5.gif" />
Also, the tread enclosures are too square.
You could even break the model down into different sections, and load a random set of textures every time; of course you would have considered this, but I think it would add a great level of immersion with minimal work from the artist.
This would also add to the dynamism that NS2 seems to be built around.
I think the model is amazing, especially the barrel section, it looks so complex and fragile! (But looks beefy, like it would kick the ###### out of a hive!)
Is there any possibility of seeing the animations? I'd love to see them!
This is really cool work and I really appreciate the constant updates from you guys, I love it how you haven't gone all boardroom style on us! And the more concept art the better, I love checking out all the work you do, as it always impresses me far more than any other developer.
Edit - The music is really nice too! I loved the original music from NS and perhaps newer/extended versions are in order!
I really like the MASC consepts, but the modeling looks awful. It needs a lot more depth, more detailed work. Looks like too boxy, maybe it's because it's too clean, I dont know <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> It looks like something from NS1, the new NS deserves better.
1). Abit too clean and the green color is perhaps abit odd, wud be cool to have abit of dynamic camo so it changes color abit to its surroundings or smthn. I also dont mean like dynamic camo like cloak i mean just change the color abit to greens/browns when on dynamic infestation areas and more greys/metalic shades when on normal ship areas etc.
2). Tracks abit too flat, wud it be possible to bump map the tracks abit to make them look like chunks of rubber?
I liked the music track.
I am so happy about progress on the new ns you guys are awesome <3.
<!--quoteo(post=1691994:date=Nov 1 2008, 03:06 AM:name=McRed)--><div class='quotetop'>QUOTE(McRed @ Nov 1 2008, 03:06 AM) <a href="index.php?act=findpost&pid=1691994"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You guys should submit all of these blog posts to Digg btw - Each one that reaches the front page gets upwards of tens of thousands of click throughs, and the more people that hear about NS2 the better.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes. We really need some more people with digg accounts - the last videocast only had 11 diggs, which is not even close to bringing it to attention to a bigger audience.
edit: I almost forgot. Happy Birthday! I was hoping that you would make a birthday post.
A few comments regarding the feedback in this post.
1. In regards to the treads being too flat: There actually is an updated version of the textures where the treads have more detail, with a pattern on the treads, which breaks up the flatness. The renders shown in the post don't display that later addition.
2. We are making a "next-gen" game, but we still have to worry about poly counts on every single game asset. For anyone who feels that the model is too boxy and undetailed, we really are at our limits. It's a very intricate model, with the external shell, and then very intricate machinery inside. We actually had to go through an optimization pass to cut down some of the poly count, after it was modeled. And, remember, these are static images, and with the normal map applied in game, when this thing moves the normal map will catch the light and you'll get an added sense of depth and detail.
3. Regarding the "clean" textures. The textures actually do have a fair amount of scratches and weathering. But, please realize, we are not making Gears of War. The armor and weaponry in that game was meant to have been around for long periods of time, used in battles after battles, with no replacements. The tech in NS 2, however, is meant to be a bit newer, and less battle worn, especially in regards to the MASC, which is meant to be an experimental weapon. Also, do you really want to see mud splattered all over these machines, which primarily are being used in spaceships and space stations? It would look a little out of place.
Glad to hear that the MASC does have some normal maps, I was a bit disappointed they didnt show up in the renders.
It needs to be mentioned explicitly in the next big blog post imo. All we need is one front page story, which itself will bring in tens of thousands (assuming the server can handle it!) and then it slowly starts to snowball: The people who have never heard of NS will visit (and spread awareness via word-of-mouth), a few will bookmark/subscribe to RSS feeds which will bring them back to digg new stories, some of which can even start popping up in people's article recommendations back on Digg. Definitely worth the effort if we've got enough Digg users here.
It still looks way too clean. Although we (or at least I) are not asking for major damage, a bit more bumps and scratches here and there will add to the grittyness of the weapon. The concept art captures this really well.
Just my 2c as well.
I still vaguely remember the early days, boy it's been a long road. Loved every minute of it.
Thanks a lot for bringing us this fabulous mod, I can't wait for what the future holds.