Blog - Creating a visual style for NS2
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
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For this, I recommend looking at other games made on the Source Engine such as Dark Messiah and HL2 Episode 1 for their great use of shaders and graphical effects. These teams use the shaders to great use and even some upcoming projects such as HL2 Episode 2 is definately worth a look at.
Best thing Ive read all day. Keep them coming please! <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...I suppose
Source Engine seems to be improving.
We will have UE3 (Unreal Engine) that will surely guide next gen FPS in terms of technology.
Next ID Engine is about 4 years away. We don´t know what Carmack will bring.
More than that we can´t know. It depends what hardware manufactures will offer for next years. But the trend (until 2009 or 2010) is to multiple cores design and GPU integrated into CPU as one core. For 2010 it will possible have the first optical CPUs that surely will end the IO bandwidth problems.
So, what I suggest to focus:
- Whatever the engine is, it should not be a problem for the next 5 years. The hardware needs to evolve more to do any graphical revolution.
- RTS design of the game. NS1 had enourmous changes in its life. I do not recommend any company to make a huge changes after gold. So, it needs to be a *very good* alpha and beta testing.
- Inspiration: Alien Series - Terror, Horror, Fear of the dark, Fear of the unknown. Maps that explore an unknown world (not just alien invasion at a human base)
- Terrifying alien creatures. Gorge is so cute that surely i could get one as pet <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
- Game structure: I do have some ideias but i don´t know if it´s an apropriate moment to do so. But my suggestion is to concentrate game on resources. I did some hypothetical maps of a new resource and hive structures to hive points of control be not so important for marines at all.
I will only post this for now. I will add more suggestions for the next days.
Flayra, you doesn´t need to be concerned what will happen next 5 years. The next 5 five years probably will be NS3. For the next 2 and 3 years is very known what will happen.
Source Engine seems to be improving.
We will have UE3 (Unreal Engine) that will surely guide next gen FPS in terms of technology.
Next ID Engine is about 4 years away. We don´t know what Carmack will bring.
More than that we can´t know. It depends what hardware manufactures will offer for next years. But the trend (until 2009 or 2010) is to multiple cores design and GPU integrated into CPU as one core. For 2010 it will possible have the first optical CPUs that surely will end the IO bandwidth problems.
So, what I suggest to focus:
- Whatever the engine is, it should not be a problem for the next 5 years. The hardware needs to evolve more to do any graphical revolution.
- RTS design of the game. NS1 had enourmous changes in its life. I do not recommend any company to make a huge changes after gold. So, it needs to be a *very good* alpha and beta testing.
- Inspiration: Alien Series - Terror, Horror, Fear of the dark, Fear of the unknown. Maps that explore an unknown world (not just alien invasion at a human base)
- Terrifying alien creatures. Gorge is so cute that surely i could get one as pet <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
- Game structure: I do have some ideias but i don´t know if it´s an apropriate moment to do so. But my suggestion is to concentrate game on resources. I did some hypothetical maps of a new resource and hive structures to hive points of control be not so important for marines at all.
I will only post this for now. I will add more suggestions for the next days.
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Yes...gorge is cute and I would like to have one as a pet too, but if they take it out as it is of NS2 then I will be VERY mad...
HERE ARE SOME SCREENS FROM IT <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<a href="http://imdb.com/gallery/ss/0119081" target="_blank">http://imdb.com/gallery/ss/0119081</a>
<a href="http://www.ibiblio.org/samneill/pictures/eh/120say.jpg" target="_blank">http://www.ibiblio.org/samneill/pictures/eh/120say.jpg</a>
<a href="http://www.ibiblio.org/samneill/pictures/eh/390crawl.jpg" target="_blank">http://www.ibiblio.org/samneill/pictures/eh/390crawl.jpg</a>
- Terrifying alien creatures.
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Agree 100%
Maybe a creature like the "relic" movie, to be a fantastic incorporation.
<img src="http://www.danperezstudios.com/images/model/koth.jpg" border="0" alt="IPB Image" />
There's been quite a few good sci fi movies and tv shows that have really got the right sort of atmosphere down-pat. My personal fav. would be Joss Whedon's Firefly / Serenity. It's got that sort of gritty , on the edge of space feel to it. With nice contrasts between brightly-lit alliance ships and facilities, to the dark and derelict, abandoned, forgotten ships dotted around space.
What I think firefly/serenity did very well is focused on the history behind the universe. The basic theory in the show is that only two super-powers survived earth and blended into one. So you've got these east meets west ( China / US ) blends in architecture and furnishings. It gives this really interesting feel to the whole show and adds another sense of atmosphere and depth. Maybe following historical and architectural trends might help come up with a unique graphical style ?
I own the whole series and the movie, I can get some screengrabs if you havn't seen the show before and don't know what I'm talking about.
Another obvious point for inspiration would be the alien films. But that one is obvious!
And yet another tv based point of interest might be the new series of Dr Who as well as the spinoff series "Torchwood".
One episode in particular is set in a survival complex - quite interesting design work on that one, worth a look ( two screens below ).
<a href="http://members.optusnet.com.au/tomgupper2/drwho_01.jpg" target="_blank">http://members.optusnet.com.au/tomgupper2/drwho_01.jpg</a>
<a href="http://members.optusnet.com.au/tomgupper2/drwho_02.jpg" target="_blank">http://members.optusnet.com.au/tomgupper2/drwho_02.jpg</a>
The thing with NS, is that it's always had its own unique style. There were influences, yes, but you couldn't flat out say "That's copied from this". It had definition.
As for terrifying alien creatures, Yeah, Gorges were little cuties, but skulks and fades, they scare the bejesus out of me.
and I suppose I should stop ranting!
I always liked the style of event horizon even tho the quality of the script isnt as impressive
HERE ARE SOME SCREENS FROM IT <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<a href="http://imdb.com/gallery/ss/0119081" target="_blank">http://imdb.com/gallery/ss/0119081</a>
<a href="http://www.ibiblio.org/samneill/pictures/eh/120say.jpg" target="_blank">http://www.ibiblio.org/samneill/pictures/eh/120say.jpg</a>
<a href="http://www.ibiblio.org/samneill/pictures/eh/390crawl.jpg" target="_blank">http://www.ibiblio.org/samneill/pictures/eh/390crawl.jpg</a>
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I really like the look of the screenshots in the first link, the rest look too bright for the ns world and too retro-futuristic (a little retro-futurism isnt bad though)
The first link kinda gives an idea of what I see for ns2 so I second that look <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Isn't look and feel largely up to the mappers? Natural selection now has a lot of different visual styles, based on the map you're playing.
I also agree with using the alien series as inspiration, with the creepy blue lighting, random fog everywhere, and generally slimy-looking aliens. Maybe blue lighting wouldn't work too well with orange(?) colored skulks/gorges, though.
Besides I think source would be the right partner... It's getting very good looking updates and it's similiar to the HL Work. That's the best start, isn't it?
I wish you a good progress, I loved this game and I trust you, Flayra, that You release an Awsome game in the future.
Pwn em!
You might have to start selling desk-cleaning products on the side, because if you make the atmosphere any thicker it might start leaking out of the screen. And that can only be a good thing.
Isn't look and feel largely up to the mappers? Natural selection now has a lot of different visual styles, based on the map you're playing.<!--QuoteEnd--></div><!--QuoteEEnd-->The mappers will be using textures created by texture artists and props created by environment artists. You can think of most mappers as architects-come-builders-come-interior designers. They usually don't create the the paint they slap on the walls (i.e. the textures), they just choose the ones they want from a catalogue (i.e. texture library) that they are supplied with.
If I were to recommend how to go about economising on your map props and textures, I'd start with making a tutorial map for the Kharaa and TSA teams. You could set the TSA tutorial in a TSA facility, allowing you to come up with a number of TSA props and func_details (such as tables, chairs, lockers, doors, etc.) and also TSA textures (doors, tesselating wall, trims, tesselating floors and ceilings, etc.). Now, the TSA doesn't neccessarily have to have it's own brand of furnishings, but it could be some sort of universal IKEA that supplies most human institutions such as the TSA, affiliated mining colonies, etc.
Next step would be to have a Kharaa infested version of these prop models and textures, from minimal to full infestation.
After that you have a minimal, but core set of textures that you can build on with subsequent maps set in different locations (and therefore requiring different visual styles). But in the meantime you could get away with a tutorial and a couple of TSA/TSA-affiliated map settings that use just these textures for your initial internal builds and playtests.
to NS2. There's a lot in NS1, but the dark areas aren't
dark enough IMO. I like being able to hide in a dark
area as a skulk so a marin either doesn't see me, or
has to turn his flashlight on. The only problem with
contrast is that some people boost their brightness
up to completely do away with the contrasting. This is
mostly a mapper kind of thing.
I also would like to see more consistency between the
maps. Obvious each will have its own unique feel and
flavor, but make more specific guidelines possibly in
lighting or distances between hives, RT's etc.
I think what Nero means with the gorge is that the new
models be more intimidating in appearance.
One thing that bothers me about the aliens start-game
is that if the marines get upgrades right off the bat its
hard to fight powerful long-distance weapons with the
alien melee weapons. Gorge's spit is too underpowerful
to be considered as a weapon to use on the offensive.
Currently it is at best a deterrant, and not too great of
one at that.
Also I see too much similarity between games (NS). They
generally take the same route, especially marines. Basically
the way it goes is PG tfac siege, or simple shottie rush. 15
shotties against 15 skulks is more than a little one sided.
I dunno, probably wrong in a bunch of these, these are just
some things I see..
One thing that bothers me about the aliens start-game
is that if the marines get upgrades right off the bat its
hard to fight powerful long-distance weapons with the
alien melee weapons. Gorge's spit is too underpowerful
to be considered as a weapon to use on the offensive.
Currently it is at best a deterrant, and not too great of
one at that.
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gorges are not supposed to be powerful, they arent killing machines
most of us know what happened when self heal was first added to gorges
they're here to support not to take on 2 marines at a time
btw Flayra i dont know how u made NS but ive been playing it for a long time now and am still hooked on it
keep up the good work <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I think what Nero means with the gorge is that the new
models be more intimidating in appearance.
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That is what i tried to say. Gorge was just an example. The alien models for NS2 needs to do a new design focusing the "intimidating" appearance. Lerk, Gorges, even Onos doens´t give me terror when i saw them.
Working more on map lights too. Most of the NS maps are too bright. Doesn´t give me a feeling that was an abandoned base.
Yes...gorge is cute and I would like to have one as a pet too, but if they take it out as it is of NS2 then I will be VERY mad...
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++;
Also, reflective Surfaces and Water would contribute to the Maps very well.
As for PG13.... DROP THAT, please.
Besides a lack of Tension for the Players its just boring- the first Time I saw an Onos I was like "eeew that looks disgusting" due to the blood like skin - something like that is a plus, but the Models itself need to look disgusting, not only the Skin.
We need Gore not only as an Attack, we need the real stuff with severed Limbs and Bloodspills in the Maps, and Options to directly interact with dead Bodies as a small Selection of Stuff. <a href="http://www.imdb.com/gallery/ss/0120458/AU21_1_38.jpg.html" target="_blank">Gore is allways a great Way to create Tension</a>, no matter what Rating Boards say.
As for Visual Styles... <a href="http://images.google.com/images?&q=H.+R.+Giger+-consumercide.com" target="_blank">Might I suggest H R Giger as Inspiration?</a> <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
UkiTakiMaki's stuff is very awesome, yes, but I don't think it really fits NS. Plus, he set the visual style for 2 of the most popular Source mods (Hull Breach and Nuclear Dawn) so it would get kind of confusing if NS looked anything at all like either of those 2.
<!--QuoteEnd--></div><!--QuoteEEnd-->I semi-agree. I don't think Uki's smooth, rounded surfaces and slightly mecha-style fit the NS universe as far as player concepts go (see pics below), but his environmental concept art could be useful for NS maps.
<a href="http://www.nuclear-dawn.net/loadimage.php?img=gamemedia/concept/Concept_Art_005.jpg" target="_blank">http://www.nuclear-dawn.net/loadimage.php?...ept_Art_005.jpg</a>
<a href="http://www.hull-breach.com/ipb//index.php?act=module&module=gallery&cmd=si&img=19" target="_blank">http://www.hull-breach.com/ipb//index.php?...d=si&img=19</a>
<a href="http://www.hull-breach.com/ipb//index.php?act=module&module=gallery&cmd=si&img=25" target="_blank">http://www.hull-breach.com/ipb//index.php?...d=si&img=25</a>
<a href="http://img93.imageshack.us/my.php?image=sewerwok6.jpg" target="_blank"><img src="http://img93.imageshack.us/img93/6295/sewerwok6.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img400.imageshack.us/my.php?image=runawaywix4.jpg" target="_blank"><img src="http://img400.imageshack.us/img400/1424/runawaywix4.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img93.imageshack.us/my.php?image=environmentindustryff0.jpg" target="_blank"><img src="http://img93.imageshack.us/img93/5492/environmentindustryff0.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img93.imageshack.us/my.php?image=envfengimage52mr6.jpg" target="_blank"><img src="http://img93.imageshack.us/img93/5757/envfengimage52mr6.th.jpg" border="0" alt="IPB Image" /></a>
In designing an atmosphere for NS2, could you use a two-tier approach? What if you first established design principles, such as 1) always dark corners, 2) always multiple hallways and ventilation shafts, etc. and then moved on to create different atmospheres for different worlds?
By this I mean that you could have one graphics set or theme that was strictly for Martian space-ports...another set for deep space exploratory vessels, and another for lost colonies on the brink of a star system. The ships might require a certain number of futuristic panels, door mechanisms, and design standards while the lost colony could have debris and chaotic sketches of warning signs hurriedly written on the walls.
Maybe if you went in multiple directions and created a set of maps with 3 or 4 per theme you would accommodate the largest audience?
Besides Rendy_CZech's inspirational pieces, here are a couple I'd like to volunteer:
<img src="http://ic3.deviantart.com/fs9/i/2006/145/3/3/The_Machine_by_RudolfHerczog.jpg" border="0" alt="IPB Image" />
<img src="http://ic3.deviantart.com/fs10/i/2006/103/9/6/The_Hole_by_RudolfHerczog.jpg" border="0" alt="IPB Image" />
Additional Rudolf Herczog art here -> <a href="http://rudolfherczog.deviantart.com/" target="_blank">http://rudolfherczog.deviantart.com/</a>
but you're right on the mark with leaving teamspeak or skype open. we leave ventrilo open all day, and are easily able to creatively collaborate in seconds, instead of leaving messages over IRC or sending e-mails. it cuts worktime in half and overall leaves a generally more inspired team.
Shameless plug, but for collaborative document editing, I highly recommend <a href="http://docs.google.com/" target="_blank">Google Docs</a>. It saves a lot of emailing.
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we've found google docs to kick ###### working in the ANSL admin team. Set up the account, "NS2devs" or whatever and just have people be able to all log into it.