<!--quoteo(post=1582921:date=Dec 1 2006, 03:37 PM:name=Flayra)--><div class='quotetop'>QUOTE(Flayra @ Dec 1 2006, 03:37 PM) [snapback]1582921[/snapback]</div><div class='quotemain'><!--quotec--> - Yep, the video shows it growing very fast. We expect it will go quite slowly during normal play. Turn your back on it to build a couple structures and then you notice it's gotten closer.
- ...and yes, of course we plan to have something to burn it all away. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->
Marik_SteeleTo rule in hell...Join Date: 2002-11-20Member: 9466Members
Got the chance to watch this during a quick break at work today.
Dynamic infestation was one of the next-NS game ideas I was a a big fan of ever since I'd seen it mentioned. So far I like what I see <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I do have one little complaint about the video though. The camera is moving around too much and too fast. You dont really get a good look at the effect unless you pause it.
But oh well, still looks purdy.
This is definitely a feature that <b>needs</b> to be in NS2 and something that would case a bit of a ruckus in the community if it dosent make it. It's something that would really put NS2 a step above some of the other Source games out there.
Again, grats to the team for deciding to try this out!
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!
On the whole gabe and ralph thing... erm, why should you have to prove yourself? surely the REAL Gabe Newell wouldnt want to have geekbois IMing him all the time?
On the note of Dynamic Infestation, I think it would be nice to see it used as a sort of natural barrier, like the alien counter to marines welding stuff open/shut.
The only suggestion i'd have is to make it slightly less tall. Right now it looks like it could cause some blocking problems.
Also, it might be neat to have it pulse a little (like the Onos digestion animation) though that might be either too hard to pull off or look overly canned.
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.
I love scaryface and Redford's ideas, even if they will probably be incredibly hard to code, if possible at all, so that it all works procedurally with custom maps that mappers dont have to do anything special with.
well like eberyone else, i love it ! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
iv also got a few ideas to htorw on the table.... myb the 'creep' or DI can be used by goerges to replace webs? or wat if the DI can be transformed into a boobytrap of some sort (smilar to quik sand for example?)
but yeah the possibilities are endless nice wrok guys <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
EpidemicDark Force GorgeJoin Date: 2003-06-29Member: 17781Members
Nifty, but will the infestation spread to cover every metal surface in it's vicinity? In NS one, even the hive rooms werent totally covered leaving a contrasting metal/bacteria scenery.
Looks fantastic. Dynamic elements always make / break a game. The only problem I can see with this though, is if it's *truly* dynamic, how will that affect multi-player data transmission ? Would the infestation be the same for every player ? or would it be the same base 'skeleton' ( sort of really low poly/detail hitbox mesh thing ), with the infestation detail 'growing' over the top of that layer ?
Im nitpicky <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
I like pretty graphics... expecially if it can add to gameplay =D
PLEASE add gameplay mechanics to this! Someone suggested a scenerio where marines have to scamper to close a door in order to prevent the spread of the infestation. That would be pimp!
My only concern is stealth. I hope you still enable the aliens to be able to create defensive structures without having their cover blown by the infestation.
As far as visuals... they rock! and i'm sure they're not set in stone so i'm not gonna nitpick till the final product <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Looks good. It would be cool if it worked like "blight" from warcraft3. It slowly grows around structures and commander can't drop anything(meds, ammo, structures) where there is infestation. They have to kill the structures and use flamethrowers to kill the infestation. Just an idea. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Ya it would consume it so marines couldnt CAMP if there were DI, ahahahahahahhahaha,and if marines construct buildings placed on DI they could not move away from the position they were building to prepare to fight incoming ALIENS that means advancing territory implies more carefull <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />:D:D:D:DD:
<!--quoteo(post=1582952:date=Dec 1 2006, 10:59 PM:name=GabeNewell)--><div class='quotetop'>QUOTE(GabeNewell @ Dec 1 2006, 10:59 PM) [snapback]1582952[/snapback]</div><div class='quotemain'><!--quotec--> Very nice.
How can the player affect it? That's what would take it out of cool and into innovative. Mario Sunshine did this badly (visually and game mechanic).
Gabe
(Yes, this is really me. gaben@valvesoftware.com). <!--QuoteEnd--></div><!--QuoteEEnd--> How was it done in Mario Sunshine? I have no idea.
I guess Gabe won't respond to this; but is someone else feeling like enlighting me? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<!--quoteo(post=1582974:date=Dec 1 2006, 11:56 PM:name=Redford)--><div class='quotetop'>QUOTE(Redford @ Dec 1 2006, 11:56 PM) [snapback]1582974[/snapback]</div><div class='quotemain'><!--quotec--> ...lots of text <!--QuoteEnd--></div><!--QuoteEEnd--> This could bring a whole new level (and meaning) to the battle for map-control <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
NINJA EDIT: Thaladrin; I was more interested in how it actually worked and contributed to the game-play in Mario Sunshine, but thanks anyway! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> ANOTHER EDIT: I can vaguely recall me trying Mario Sunshine for a couple of minutes, I think you forced it back by spraying water on it. Not sure though.
I can't believe my RSS broke, i had to get this news with the common people and am thus 7 pages late to the thread! Nevertheless, That... Is... AWESOME. You guys never cease to amaze. I love how it follows the geometry, growing lumps and everything... One question though, will it be able to grow over models?
I'm really in the mood for some NS2 mapping. C'mon, release the NSTR2. You know you want to <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Incidentally, is it just me or does he say "Natural Section 2?"
Comments
- Yep, the video shows it growing very fast. We expect it will go quite slowly during normal play. Turn your back on it to build a couple structures and then you notice it's gotten closer.
- ...and yes, of course we plan to have something to burn it all away. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
ooooo Creepy <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
How can the player affect it? That's what would take it out of cool and into innovative. Mario Sunshine did this badly (visually and game mechanic).
Gabe
(Yes, this is really me. gaben@valvesoftware.com).
Dynamic infestation was one of the next-NS game ideas I was a a big fan of ever since I'd seen it mentioned. So far I like what I see <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Brad
(Yes, this is really me. bralph@gmail.com).
The camera is moving around too much and too fast. You dont really get a good look at the effect unless you pause it.
But oh well, still looks purdy.
This is definitely a feature that <b>needs</b> to be in NS2 and something that would case a bit of a ruckus in the community if it dosent make it. It's something that would really put NS2 a step above some of the other Source games out there.
Again, grats to the team for deciding to try this out!
Very nice.
How can the player affect it? That's what would take it out of cool and into innovative. Mario Sunshine did this badly (visually and game mechanic).
Gabe
(Yes, this is really me. gaben@valvesoftware.com).
<!--QuoteEnd--></div><!--QuoteEEnd-->
Prooooove it!
hehe
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!
On the whole gabe and ralph thing... erm, why should you have to prove yourself? surely the REAL Gabe Newell wouldnt want to have geekbois IMing him all the time?
On the note of Dynamic Infestation, I think it would be nice to see it used as a sort of natural barrier, like the alien counter to marines welding stuff open/shut.
The only suggestion i'd have is to make it slightly less tall. Right now it looks like it could cause some blocking problems.
Also, it might be neat to have it pulse a little (like the Onos digestion animation) though that might be either too hard to pull off or look overly canned.
Great stuff!
- 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.
iv also got a few ideas to htorw on the table.... myb the 'creep' or DI can be used by goerges to replace webs? or wat if the DI can be transformed into a boobytrap of some sort (smilar to quik sand for example?)
but yeah the possibilities are endless
nice wrok guys <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Im nitpicky <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
It looks fantastic however.
I like pretty graphics... expecially if it can add to gameplay =D
PLEASE add gameplay mechanics to this!
Someone suggested a scenerio where marines have to scamper to close a door in order to prevent the spread of the infestation. That would be pimp!
My only concern is stealth. I hope you still enable the aliens to be able to create defensive structures without having their cover blown by the infestation.
As far as visuals... they rock! and i'm sure they're not set in stone so i'm not gonna nitpick till the final product <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Oh man, I can just see it now...
Another idea could be that if a marine stays too long in an infested area the infestation spreads onto the marine and consumes him
Very nice.
How can the player affect it? That's what would take it out of cool and into innovative. Mario Sunshine did this badly (visually and game mechanic).
Gabe
(Yes, this is really me. gaben@valvesoftware.com).
<!--QuoteEnd--></div><!--QuoteEEnd-->
How was it done in Mario Sunshine? I have no idea.
I guess Gabe won't respond to this; but is someone else feeling like enlighting me? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<img src="http://www.armchairempire.com/images/Reviews/gamecube/super-mario-sunshine/super-mario-sunshine-7.jpg" border="0" alt="IPB Image" />
...lots of text
<!--QuoteEnd--></div><!--QuoteEEnd-->
This could bring a whole new level (and meaning) to the battle for map-control <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
NINJA EDIT:
Thaladrin; I was more interested in how it actually worked and contributed to the game-play in Mario Sunshine, but thanks anyway! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
ANOTHER EDIT:
I can vaguely recall me trying Mario Sunshine for a couple of minutes, I think you forced it back by spraying water on it. Not sure though.
hehe
it seems to be all over the internets
I'm really in the mood for some NS2 mapping. C'mon, release the NSTR2. You know you want to <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Incidentally, is it just me or does he say "Natural Section 2?"