<!--quoteo(post=1661404:date=Nov 21 2007, 08:47 AM:name=Superfly)--><div class='quotetop'>QUOTE(Superfly @ Nov 21 2007, 08:47 AM) <a href="index.php?act=findpost&pid=1661404"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Personally, I hope that they stick with electronic distribution; it drives the cost down and is better for everyone. Plus they do not get stuck in a bad situation (Research Valve and Sierra back in the late 90's) trying to find a company to package and ship their product. If you live in the U.S., just about any CVS, Walgreens, Walmart etc. have disposable credit cards. Just purchase one with the amount that you want and use it.
IMO: In this day and age, the “I don’t want to use my credit card online†excuse just does not make sense.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have tried to purchase things online with those cards though, and it doesn't always work. I got two for Xmas last year and the only place I shop which took them was Amazon. And they wouldn't accept the first try, I had to email them, but they never replied, so I don't know if I needed to. A credit card from 7-11 would be great, but will Steam accept that??
Practice your presentation skills before kissing the investors :-)
You covered alot of work done in this podcast Website LUA Decoda Zen Of Sudoku
Website translates into attracting new users (have your web stats improved after the remodel) LUA & Decoda translates into the time = money ...which you did not really make the connection in your podcast but it sounds that your turnaround for the gaming logic is paying off already. Zen of Sudoku has familiarized you with the digital distribution front.
The more you define yourselves as strategists with a passion to make something cool the more likely you will get capital thrown your way.
<!--quoteo(post=1661426:date=Nov 21 2007, 11:31 AM:name=corpsman)--><div class='quotetop'>QUOTE(corpsman @ Nov 21 2007, 11:31 AM) <a href="index.php?act=findpost&pid=1661426"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have tried to purchase things online with those cards though, and it doesn't always work. I got two for Xmas last year and the only place I shop which took them was Amazon. And they wouldn't accept the first try, I had to email them, but they never replied, so I don't know if I needed to. A credit card from 7-11 would be great, but will Steam accept that??<!--QuoteEnd--></div><!--QuoteEEnd-->
It is my understanding that they do work on steam. You could always email support and ask them.
<!--quoteo(post=1661400:date=Nov 22 2007, 01:23 AM:name=corpsman)--><div class='quotetop'>QUOTE(corpsman @ Nov 22 2007, 01:23 AM) <a href="index.php?act=findpost&pid=1661400"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For those of us who don't/can't/won't use credit cards, what do you guys plan on doing for us?<!--QuoteEnd--></div><!--QuoteEEnd-->
We can sit back and listen to other people bragging, posting videos and screenshots of it? <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
I would like to know how its going with the skulk walk on walls code. I remember it being quite a difficult thing to accomplish?
I have a completed NS map that I would like to start converting soon and it might be possible to start on it if I knew a few more important details.
1) Will siege guns will still be available to marines or not known at this time? This has quite an impact on the overall layout.
2) There will be jetpacks and a flying class for the ailens im assuming.
3) Will the overall visual style, or the emotional feel of the levels be changing as described in the old mapping guidelines? Textures, lighting, size of levels, design for 32 players?
4) I also have some concerns with the previous official maps in that they seem to be a few giant rooms connected together with simple hallways. Locations in the maps seem to lack any realistic, functioning purpose. Should new maps feel more detailed, real looking?
Really having high hopes for this, and maybe a public demo soon. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
yes siege guns are in and they may be able to be manually rolled around by marines to new locations
and that yes skulk lerk fade and jp's are all listed as going in.
no word on player balance
and you need a map that has great game play and aesthetics you need to find a mix of both so people will actually want to play the map over something else
Hey im sorry but im not going to read every forum post and listen to every pod cast. I have other things to do. This pod cast was about what is in and what is not and those issues were not covered.
This still doesnt mention if skulk walk on walls is implemented.
Edit:
Excuse me for asking questions. Call me whatever names you want it wont bother me. Hopefully someone will understand my post and make a good reply.
It would be great if you could provide (only) the podcasts in some form of syndication format such as RSS with a link to the mp3 so that I easily could sync them <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
is this fareham map (assuming my spelling is correct) going to be anything like fareham on the south coast of the uk? (google map uk fareham). i hope not cos fareham uk sux
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1661806:date=Nov 26 2007, 02:10 AM:name=whocareswc)--><div class='quotetop'>QUOTE(whocareswc @ Nov 26 2007, 02:10 AM) <a href="index.php?act=findpost&pid=1661806"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->can someone please summerise this podcast.. i got the general gis from the comments, but the silly IT guys have blocked this site for dling. arrgg<!--QuoteEnd--></div><!--QuoteEEnd--> Max joined the team and started working on NS2 from about januari this year (fulltime). They took off 3 months to create this new site/forum (released @~august). They Talked about the fact they released a private tech release ~2 month back, I loved it. They mentioned a demo release next? week, which has marines/aliens/weapons/join teams/class system for aliens NOT LIKE TF2, jump in command station (minimap but doest work, but then again you have a cursor)
Ehm what else...
I heard the word <u><b>supercool</b></u> and more infastructure and tweak values to screw around with your speed and stuff...
Flay thinks it's fun to make people nauseous while changing the FOV on the fly with a slider (one can change things on the fly with a developer like interface)
Lots of finished NS2 weapons+CSS weaponry placeholders (skulkbite). Resource model attempt. Spawning waves techtree and more you should hear for yourself or I can't remember. Turrets! And they can add weaponcode withing a few minutes due to their coding (no art/models for new weapons that fast though)
They've got a nice platform to develop fast and easy, but the art is still a bigger chore...
maps going to be create ala valve style. Orange+rough layout to get gameflow/play up to notch and then gradually put details in. Unlike NS1 development where we create maps/complete them with full detail and lighting and THEN test them only to find out flaws in gameflow/play.
They are smooth both Charly and Max
About the demo... <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> They did <i>not</i> <u>not</u> say it was going to be public <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Also this was written while listeing so...
<!--quoteo(post=1661815:date=Nov 26 2007, 03:18 AM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Nov 26 2007, 03:18 AM) <a href="index.php?act=findpost&pid=1661815"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Max joined the team and started working on NS2 from about januari this year (fulltime). They took off 3 months to create this .......<!--QuoteEnd--></div><!--QuoteEEnd-->
cherz dude.. thats sweet..
also didn't they say once they released a demo the game wouldn't be far behind?!?!
also didn't they say once they released a demo the game wouldn't be far behind?!?!
ya ya!??!
coming for xmas?!?!?
rumor!!?!? eh !??!<!--QuoteEnd--></div><!--QuoteEEnd--> Not a chance. This is not a "release to the public to promote our game" demo; it's a "create a prototype to show to our investors" demo. They haven't even officially released the NS2TR and you can be sure the game will be at least a few months after that.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited November 2007
Well technically the NS2TR wasn't a tech release but more along the lines of first and second generation artwork/models release for them to see what the community mappers in question could do with the prop and textures sets. They also hinted at this in the podcasts.
<!--quoteo(post=1661882:date=Nov 26 2007, 05:58 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Nov 26 2007, 05:58 PM) <a href="index.php?act=findpost&pid=1661882"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not a chance. This is not a "release to the public to promote our game" demo; it's a "create a prototype to show to our investors" demo. They haven't even officially released the NS2TR and you can be sure the game will be at least a few months after that.<!--QuoteEnd--></div><!--QuoteEEnd-->
what if i want it to be a "release to the public to promote our game" demo??
I wish you guys a lot of luck with the investors, it was really exciting to hear about how much progress has been made. This is quite exciting! I think it's a great idea to try to make things progressively faster to do / fix as you go along even if it means a slower start. Don't forget that as you need help you know where to find it, there are a ton of people on these forums who would be willing to help in any way they can.
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1661954:date=Nov 26 2007, 11:35 PM:name=whocareswc)--><div class='quotetop'>QUOTE(whocareswc @ Nov 26 2007, 11:35 PM) <a href="index.php?act=findpost&pid=1661954"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What if I want it to be a "release to the public to promote our game" demo?
<b>I suppose you can't rush a good thing.</b><!--QuoteEnd--></div><!--QuoteEEnd--> Can't blame you for wanting it.
Just thought I'd say, I liked the almost delphian map names in NS <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />, made it stick out as a slightly more sophisticated game than your average.
Thanks for the feedback everyone. This seems to have been a well-received podcast!
As far as investment from the community goes - we have considered it but are not planning on it. I get the impression most people are thinking they could invest like $100-$1,000 U.S. which doesn't help us too much. If we had an agreement you could read and click-through or e-sign and then Paypal the money, maybe that could work, but its sounds problematic to me. Pre-sales could work too but...what happens if we never get the game finished?
We're definitely not close to a public release of any kind. The demo we were talking about in the podcast is the demo we show behind closed doors to investors. It's not fit for you guys yet. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Well im waiting in anticipation, used to play ns1 a lot back in the day <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Also, is constellation enrollment still open? No reason to lose the ability for fans to donate, as long as they don't expect something special in return.
I had a nice conversation with my friend about giving the maximum flexibility to both the server admins and the players while still ensuring a fair level of play for everyone. For example, will able to able to script something to allow me to set different volumes for anyone through the scoreboard, or would be considered out of my bounds of permission? Could a server allow certain api calls while disallowing others? It seems like right now everything is open for the server admins (ex: realtime FOV changer) so it seems the infrastructure allows it. With the amount of server customization that seems possible with LUA, kicking it up a notch and allowing even more extensive client customization may really spice things up. We saw some of this with things like the knifegaming and nineLegends packs, and custom models, skins, and sprites really caught on. So heres some pie-in-the-sky wishes related to that:
Interface - See warsow for a better idea of what I am thinking about. I want to be able to... ...place every element where I want, with the possibility of custom graphics without overwriting the default settings. ...put all my building icons in one giant row up top bound to F1-F12. ...replace the scoreboard with a circular wheel of names that show details of whoever I am currently highlighting. ..change those details to be that persons net_graph 3 or 'status | grep playername' instead of kill-death ratios.
Utilities - These could be implemented client side or server side, but I would prefer client side with the server able to override any list of commands. I want to be able to... ...change the receiving volume of any player through both the console 'vol_inc steamid .percentage' of through a gui element (scoreboard)
So in short, discussion about the api's, how much customization you seem to be leaning towards both server side and client side, and even juicier some lua snippets would really make me happy. Of course, even just another podcast saying 'we sent our semi-playable demo to potential investors and then went to celebrate by going on a weekend bender' and I would still be happy that you are communicating weekly and enjoying yourselves (which by the last podcast seems you are). Once again, thanks for the plentiful and wonderful news updates, and nothing but my good wishes for your futures.
Comments
If you live in the U.S., just about any CVS, Walgreens, Walmart etc. have disposable credit cards. Just purchase one with the amount that you want and use it.
IMO: In this day and age, the “I don’t want to use my credit card online†excuse just does not make sense.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have tried to purchase things online with those cards though, and it doesn't always work. I got two for Xmas last year and the only place I shop which took them was Amazon. And they wouldn't accept the first try, I had to email them, but they never replied, so I don't know if I needed to. A credit card from 7-11 would be great, but will Steam accept that??
Practice your presentation skills before kissing the investors :-)
You covered alot of work done in this podcast
Website
LUA
Decoda
Zen Of Sudoku
Website translates into attracting new users (have your web stats improved after the remodel)
LUA & Decoda translates into the time = money ...which you did not really make the connection in your podcast
but it sounds that your turnaround for the gaming logic is paying off already.
Zen of Sudoku has familiarized you with the digital distribution front.
The more you define yourselves as strategists with a passion to make something cool
the more likely you will get capital thrown your way.
good luck and keep pressing
It is my understanding that they do work on steam. You could always email support and ask them.
We can sit back and listen to other people bragging, posting videos and screenshots of it? <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
I have a completed NS map that I would like to start converting soon and it might be possible to start on it if I knew a few more important details.
1) Will siege guns will still be available to marines or not known at this time? This has quite an impact on the overall layout.
2) There will be jetpacks and a flying class for the ailens im assuming.
3) Will the overall visual style, or the emotional feel of the levels be changing as described in the old mapping guidelines? Textures, lighting, size of levels, design for 32 players?
4) I also have some concerns with the previous official maps in that they seem to be a few giant rooms connected together with simple hallways. Locations in the maps seem to lack any realistic, functioning purpose. Should new maps feel more detailed, real looking?
and that yes skulk lerk fade and jp's are all listed as going in.
no word on player balance
and you need a map that has great game play and aesthetics you need to find a mix of both so people will actually want to play the map over something else
This still doesnt mention if skulk walk on walls is implemented.
Edit:
Excuse me for asking questions. Call me whatever names you want it wont bother me. Hopefully someone will understand my post and make a good reply.
Max joined the team and started working on NS2 from about januari this year (fulltime). They took off 3 months to create this new site/forum (released @~august). They Talked about the fact they released a private tech release ~2 month back, I loved it. They mentioned a demo release next? week, which has marines/aliens/weapons/join teams/class system for aliens NOT LIKE TF2, jump in command station (minimap but doest work, but then again you have a cursor)
Ehm what else...
I heard the word <u><b>supercool</b></u> and more infastructure and tweak values to screw around with your speed and stuff...
Flay thinks it's fun to make people nauseous while changing the FOV on the fly with a slider (one can change things on the fly with a developer like interface)
Lots of finished NS2 weapons+CSS weaponry placeholders (skulkbite). Resource model attempt. Spawning waves techtree and more you should hear for yourself or I can't remember. Turrets! And they can add weaponcode withing a few minutes due to their coding (no art/models for new weapons that fast though)
They've got a nice platform to develop fast and easy, but the art is still a bigger chore...
maps going to be create ala valve style. Orange+rough layout to get gameflow/play up to notch and then gradually put details in. Unlike NS1 development where we create maps/complete them with full detail and lighting and THEN test them only to find out flaws in gameflow/play.
They are smooth both Charly and Max
About the demo... <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> They did <i>not</i> <u>not</u> say it was going to be public <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Also this was written while listeing so...
cherz dude.. thats sweet..
also didn't they say once they released a demo the game wouldn't be far behind?!?!
ya
ya!??!
coming for xmas?!?!?
rumor!!?!? eh !??!
also didn't they say once they released a demo the game wouldn't be far behind?!?!
ya
ya!??!
coming for xmas?!?!?
rumor!!?!? eh !??!<!--QuoteEnd--></div><!--QuoteEEnd-->
Not a chance. This is not a "release to the public to promote our game" demo; it's a "create a prototype to show to our investors" demo. They haven't even officially released the NS2TR and you can be sure the game will be at least a few months after that.
what if i want it to be a "release to the public to promote our game" demo??
lol..
i suppose u cant rush a good thing..
<b>I suppose you can't rush a good thing.</b><!--QuoteEnd--></div><!--QuoteEEnd-->
Can't blame you for wanting it.
As far as investment from the community goes - we have considered it but are not planning on it. I get the impression most people are thinking they could invest like $100-$1,000 U.S. which doesn't help us too much. If we had an agreement you could read and click-through or e-sign and then Paypal the money, maybe that could work, but its sounds problematic to me. Pre-sales could work too but...what happens if we never get the game finished?
We're definitely not close to a public release of any kind. The demo we were talking about in the podcast is the demo we show behind closed doors to investors. It's not fit for you guys yet. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Also, is constellation enrollment still open? No reason to lose the ability for fans to donate, as long as they don't expect something special in return.
I had a nice conversation with my friend about giving the maximum flexibility to both the server admins and the players while still ensuring a fair level of play for everyone. For example, will able to able to script something to allow me to set different volumes for anyone through the scoreboard, or would be considered out of my bounds of permission? Could a server allow certain api calls while disallowing others? It seems like right now everything is open for the server admins (ex: realtime FOV changer) so it seems the infrastructure allows it. With the amount of server customization that seems possible with LUA, kicking it up a notch and allowing even more extensive client customization may really spice things up. We saw some of this with things like the knifegaming and nineLegends packs, and custom models, skins, and sprites really caught on. So heres some pie-in-the-sky wishes related to that:
Interface - See warsow for a better idea of what I am thinking about.
I want to be able to...
...place every element where I want, with the possibility of custom graphics without overwriting the default settings.
...put all my building icons in one giant row up top bound to F1-F12.
...replace the scoreboard with a circular wheel of names that show details of whoever I am currently highlighting.
..change those details to be that persons net_graph 3 or 'status | grep playername' instead of kill-death ratios.
Utilities - These could be implemented client side or server side, but I would prefer client side with the server able to override any list of commands.
I want to be able to...
...change the receiving volume of any player through both the console 'vol_inc steamid .percentage' of through a gui element (scoreboard)
So in short, discussion about the api's, how much customization you seem to be leaning towards both server side and client side, and even juicier some lua snippets would really make me happy. Of course, even just another podcast saying 'we sent our semi-playable demo to potential investors and then went to celebrate by going on a weekend bender' and I would still be happy that you are communicating weekly and enjoying yourselves (which by the last podcast seems you are). Once again, thanks for the plentiful and wonderful news updates, and nothing but my good wishes for your futures.