Development Blog Update - Unknown Worlds Videocast #2 - hivecast

MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
edited January 2008 in NS2 General Discussion
Please post comments on the topic Development Blog Update - <a href="http://www.unknownworlds.com/ns2/news/2008/01/unknown_worlds_videocast_2_hivecast" target="_blank">Unknown Worlds Videocast #2 - hivecast here</a>
«13

Comments

  • jaboojaboo Join Date: 2004-01-05 Member: 25076Members
    wooo cory :] nice work.

    Alien commander idea seems kinda silly to me because gorges drop structures \: unless you guys are changing that. Anywho i trust you guys will make an awesome game <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />!
  • 11k11k Join Date: 2007-11-17 Member: 62941Members
    So, will the alien commander be a defiant thing, also, would it play exactly the same as the human commander or will there be various gameplay differences?

    Also, with the glowies in the alien base, when the player respawns, he should be able to control one, and get to pilot it to the ground so that it will transform into an egg. This way, the player could choose where he gets to spawn to an extent.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    I must say, I love the idea presented to make it more alien-like, glowies and eggs and all. Like you guys said, it would really make the room feel more alien.
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    the hive looks good but some things..

    i still dont like the alien comm, its destroy the "feeling" from aliens. when marines have one, aliens should not

    the hive itself looks great. but by this front/back pic looks he to fett (only my opinion)
    i love this firefly-egg concept, maybe you can fly by youreself, but you die when you go to far away from the hive (6 metres?)

    great hivecast <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    i hope you finish NS2 in the next jear (maybe in the next 2 jears
  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    Am against the alien commander idea, only because my initial idea of one [taken from the marine comm obviously] feels like a generic move on expanding the alien side. If it is not just a "go here and do this" type of thing then that would be cool. Like maybe they cannot move around, but they somehow "add powers" to the alien team [like one alien inside the hive = the alien team has better senses], but if it is just a "commander" then it doesn't feel like it fits.

    I do love the new concept for the alien hive. The old hive always felt sort of like it was rubber. There was nothing drippnig off of it, nothing eminating out, no lights inside, no... "LIFE." It didn't seem to be alive at all, just a static object. *shrug*Even when you shot it, there wa sno sounds, it just splattered a little yellow goo. Which I realize was done using the HL1 engine, but I would imagine maybe you guys can make it glow, "bleed" when shot, and move around like crazy when it is somehow interacted with.

    The fog and "glowies" both look and sound great. Hive areas should have more life and a more habitat feel to them, definitely!

    Very interesting ideas, sounds awesome.
  • eoyeoy Join Date: 2004-11-18 Member: 32860Members
    edited January 2008
    About the hives not hanging so much from the roof anymore, or being so high up in a room:

    Don't you think it will be a problem that marines now don't have to aim upwards to attack a hive? If marines can just shoot at hives in a streight line while still having full view of everything that's happening on the ground, aliens will have a much harder time fighting back marines.
  • WispWisp Join Date: 2007-12-18 Member: 63211Members, Reinforced - Diamond
    Excellent concept.
  • HolloHollo Join Date: 2004-09-06 Member: 31438Members, Constellation
    One more podcast I'm pretty impressed of. The new hive design and the "Jellyfishs" flying around, seeding the Eggs rocks.

    But please no Khaara commander. The game alwys was balanced though the differences of the two teams, which really rocked. An alien comm would bring the two teams too close to each other. The alien idea is that they are connected by the hive, which is kinda passive. Don't let it become active.
    Plz dont throw away such approved concepts.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited January 2008
    I think alien commander is a great idea - but only if it is done so that it doesnt feel like a marine commander. If someone "jumps" into the hive and starts giving out way points it would really be a theme/atmosphere breaker.

    Perhpas the alien comm can draw trails of pheromones (which could even slightly restore health, give a speed boost like those racing games when you drive over green triangles, restore a little adrenaline that kind of thing (or can choose, or depends onlifeform)) this would be like way points but without making feel like its just a human in a hive costume.

    EDIT - I see the alien commander's role more of a dungeon/hive keeper, rather than an actual commander. Inticing and encouraging rather than barking orders.

    GREAT CONCEPT BTW!!! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Just a thought...

    If the hive is connected to the ceiling and the tentacles need to touch the floor, doesn't that mean all hive rooms have to be the same height ceiling to floor? Might get a bit samey. Procedural models for the tentacles or ceiling tendons would get around that, but would seem to be tricky to do in Source.

    The "glowies" remind me of the servitor insects in the Matrix machine city, which were also cool.

    An alien commander that works like the marine commander would pretty much eliminate the need for a gorge class wouldn't it? Not sure if that's good or bad. It seems more in keeping for the aliens to have a hive mind commander than for the marines, any chance that marine command function could be incorporated into a marine engineer class?

    I like the idea of NS2s hive being a visible evolution of the NS1 hive. Smoke'n!
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    I really like many of the idea's I've seen and heard in this vidcast. The new hive concept with more visual aesthetics and the glowies are just superb! I'd like to see the eggs actually being used for spawning this time, sounds like a plan!

    As for the alien commander, I'm already 99% sure that charlie won't be silly enough to make a second marine commander, but then in a hive. I'm thinking more of indeed the dungeon siege style of commanding, where the alien commander would be telling the gorges what good places for structures would be. How? I'm not sure. Also, this might be a nice way to somewhat "control" the dynamic infestation, making it grow on it's own, but with an alien commander giving the possibility to have it grow into a certain direction faster.

    And, <b>if</b> the alien comm comes through, would there be a form restriction? Per example only gorges can become alien commanders? I really don't see how those tentacles would absorb an entire onos. ^_^
  • GaroGaro Join Date: 2005-01-07 Member: 33134Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    I really liked this videocast, thanks for it guys! I got this idea about the flying things: They could fly randomly around and some of them could "escape" from the hive room so far that a random marine could spot and kill them with his weapons. This would simply make the hive to spawn a new one. Imagine that for example in ns_hera if the hive would be in ventilation, one or two these flying things would be flying around in maintenance room and even more in the tunnels near ventilation. This would be yet another thing for marine to see and notice when they are approacing a hive.

    - Garo
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    edited January 2008
    I like the idea of the 'glowies'. Perhaps they could attack Marines as they approach the hive, dealing a small amount of damage. However, when the Marine shoots/kills one of these glowies, the Hivemind is alerted and a message could be relayed to the entire team? (A threat is approaching our hive!)

    Also, perhaps these things could latch on to Marines and act as leeches? Perhaps when killed, they release spores? Maybe they could parasite Marines that are nearby when it 'explodes' upon it's death?

    I don't know, just throwing ideas out there. All of these things could make it harder to attack a Hive.
  • MAAADMAAAD Join Date: 2007-10-25 Member: 62735Members
    ALIEN COMMANDER NO!!
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    I'm willing to be open to an alien commander. Like they said, they have ideas for it but they still need to test it to see if it is fun and adds to the game. I also really like the ideas to make the room feel much more alive. I look forward to seeing how these ideas turn out.
  • BCSephBCSeph Join Date: 2005-02-24 Member: 42384Members, Constellation
    Maybe instead of alien comm, you get a sort of supergorge. One player would go gorge, jump into the hive, come out a min later and be a supergorge or something similar to the queen alien in <i>Aliens</i>. This player could then be responsible for selecting the build order (MC, DC, etc), controlling where infestation grows, getting alien upgrades, and more. But instead of being "inside" the hive, the supergorge should be able to run around like regular gorges and maybe be a bit stronger than a reg gorge (but there can only be one...sorry, no supergorge rushes). Maybe the supergorge could deal out res to the team or something.
  • highhigh Join Date: 2006-11-20 Member: 58679Members
    No Kharaa com please.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited January 2008
    <!--quoteo(post=1668530:date=Jan 27 2008, 02:52 AM:name=Comprox)--><div class='quotetop'>QUOTE(Comprox @ Jan 27 2008, 02:52 AM) <a href="index.php?act=findpost&pid=1668530"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I must say, I love the idea presented to make it more alien-like, glowies and eggs and all. Like you guys said, it would really make the room feel more alien.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sure!

    But one thing is scary, alien commander?
    What will he do?
    The same like marine commander?
    Hmm sounds a little bit ...ya crazy but i hope you will made it.

    @high
    i think and i hope there will be a classic mode from community.
    NOT because NS2 will not good, i think ns2 will be great but diffrent then ns1 classic.
    So the people who like classic more, can play that, otherwise the new *g*



    P.S. the idea with flying things, are awesome, huge atmo. point.
  • WhiteZeroWhiteZero That Guy Join Date: 2004-06-24 Member: 29511Members, Constellation
    You guys <b>really</b> need to mix the voice audio of the podcasts to be louder. Like... around as loud as the intro song. This is a problem I have with a lot of podcasts, you can barley hear the people unless you pump up your PC volume, which then makes everything else too loud. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    Other than that, good discussion.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    Very informative videocast guys, am loving the idea of the tentacles and 'glowies', hope you guys can pull it off alright.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    edited January 2008
    <!--quoteo(post=1668540:date=Jan 27 2008, 10:18 AM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Jan 27 2008, 10:18 AM) <a href="index.php?act=findpost&pid=1668540"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just a thought...

    If the hive is connected to the ceiling and the tentacles need to touch the floor, doesn't that mean all hive rooms have to be the same height ceiling to floor? Might get a bit samey. Procedural models for the tentacles or ceiling tendons would get around that, but would seem to be tricky to do in Source.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Right. I actually talked about that a bit, but I think it might have gotten edited out of the final vidcast. I was thinking that the "ceiling tendons" the hive hangs from would have varying lengths. This would either be done procedurally, or, more simply, there would be several versions of the hive model, with varying tendon lengths, that the mappers could choose from, allowing the mappers to have more flexibility in the height of their hive room ceilings.
  • legolego Join Date: 2003-06-30 Member: 17819Members, Constellation
    I think alot of you new ns players might be missing a small point about an alien commander. As a new player who is just going to be playing ns2 who may not have any clue on how to do anything, this would help them greatly. In all the thousands upon thousands of games I played, 70% or more I was marine. The reason behind that was due to having more structure " a commander ". Aliens for a longtime felt really unorganized, people do whatever they want with there res. That created a randomized gameplay to a certain extent but on the other hand it also made it alot harder to win. This way now both sides have a good chance at winning depending on the skillset of either team. Awesome information thank you for giving us some more tidbits on ns2. These casts are the only thing keeping me interested in ns.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    I love the idea of an alien commander, but only if it works in a completely different fashion from the marine comm. I love the idea of the hive sucking up a gorge to become commander.


    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->As for the alien commander, I'm already 99% sure that charlie won't be silly enough to make a second marine commander, but then in a hive. I'm thinking more of indeed the dungeon siege style of commanding, where the alien commander would be telling the gorges what good places for structures would be. How? I'm not sure. Also, this might be a nice way to somewhat "control" the dynamic infestation, making it grow on it's own, but with an alien commander giving the possibility to have it grow into a certain direction faster.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Agreed entirely. The alien commander shouldn't be issuing orders like the marine commander does, but should be in control of the more ambient aspects of the aliens. For example:

    1) As already mentioned, DI growth and management. Directing the overall flow of DI across the map, and "prepping" new hive areas.

    2) Adjusting the rate of "glowy" or egg respawn to better account for deaths on the team. You could add a dynamic of having to balance between faster respawns (for a team that's dying fast), and speedier DI growth to outpace the marines destruction of it, and prepping new hives areas faster.

    3) Control of station systems that are covered with DI. This would enable to alien comm to turn lights on\off or control spotlights, open and close doors or lifts, and control the functions of certain alien structures built on the DI. This would also allow for tactics the rest of the alien team can use (flipping off lights at a specific time for ambushes). You would still have gorges building all the structures, but the alien comm would control the variables of each structure built on his DI.

    A gorge could build a "nydus canal", but the alien comm could evolve speed upgrades for it so lifeforms could pass through faster, or allow it to grow bigger to accommodate an onos. You can come up with ideas all day, but you would still need to find a good balance between making the alien comm useful, and keeping gorges as the main builder class.

    Structures could still be built off the DI by gorges, but if they're built on DI (or later DI covers them), the alien comm can enhance them in some way. The alien comm could be the coordinator of the teams gorges, while all the higher lifeforms would still do their own thing.
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    I like the new hive concepts. I think it should be kept suspended from the ceiling as this gives it more of an impresive horror feel.

    Id like it if the hive felt more dynamic and alive. the glowies and the tentical animations will help that alot. i had some other ideas that may also help.

    Parts of the hive could be semi transparent so you could see parts inside the hive moving, maybe and cyclical animation of the glowies being produced from embryos or something. If there is an alien comm inside maybe you could see it moving. At the momment the hive has an animation to react to gun fire, i think it wud be cool if the hive reacted to other things. For example if some rines entered the hive chamber and the hive was aware of them, its glow could change colour, or the glow could expand. It could try and snare nearby rines with its tenticals, the glow could shrink a little and track the rines movements by moving across the hive kind of like an eye watching.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    Here is a thought I had while I watched the videocast: Do the Fire Flies (aka "Glowies") which cocoon into eggs and thus the spawning life form land on the walls or ceiling?

    The reason I wonder is because if you force a marine to look in all directions, it becomes a lot harder to defend oneself from being flanked.

    Also, if the goal is to help alleviate the frustration of being spawn camped, you could have it that cocoons / eggs do not contain the players waiting to spawn, in addition to that players could decide to spawn individually or as a group and decide which cocoon to spawn from as well.

    On the topic of Kharaa Komander aka Hive Mind: from what we have discussed previously in other threads, The Hive Mind deserves a chance to prove itself and should not be out right dismissed. Good ideas have been offered on how the Hive Mind can be dramatically and play very different than the Marine Commander.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    I am still <i>very</i> skeptical of the game design decision behind the alien commander mode. That being said, Cory's art concepts on the idea do appeal to me. Glowies seem very cool.

    Someone else in this thread pointed out that a hive hanging relatively high does force players to keep their eyes off the ground, where skulks could be running around. I do believe that players a major role in hive defense.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    Aliens should totally be able to sacrifice themselves to make hives build faster, and that should also be the only way for a gorge to start building a hive: sacrifice himself with his rez. Then other aliens must come and sacrifice themselves to give the hive more bacteria. This would make communication and better team work and decision making key.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    edited January 2008
    Very nice podcast, thanks for the update. Good to hear from Cory again.

    The glowies were nice, and reminded me of Metroid Prime, but when you started explaining the game design effect you were planning I got really excited. This is the answer you're giving to spawncamping I assume, and it seems like it might work out well without making a spawncamp totally impossible to establish.

    In the future, I don't think anyone minds being told the "dry" side of NS in a "fireside" podcast, but again, having the art assets and new designs is really nice no matter how hype-directed or gameplaycentric a person might be.

    I'm curious, in all the concepts and in the general atmosphere of NS, hives appear in large epic rooms. <!--coloro:lime--><span style="color:lime"><!--/coloro-->(How) do you plan to enforce (or encourage) that hives remain placed within "climax" style architecture instead of just being hidden behind a corner in the back of double?<!--colorc--></span><!--/colorc-->

    Finally, I think that the alien absorption-into-hive idea <i>looks</i> very cool graphically, but like darktimes, jaboo, corpsman, Hollo, schkorpio, Angelusz, MAAAD, KFDM, BCSeph, high, Price, aeroripper, Revenge, and no doubt many others - I'm deeply concerned at the seeming tilt toward a <b><!--coloro:red--><span style="color:red"><!--/coloro-->symmetrical<!--colorc--></span><!--/colorc--></b> alien commander. Please, read the last few podcasts' replies if you haven't done so already, and maybe take a look in the I&S forums as there have been discussions pertaining to alternate systems whereby the alien commander could still be implemented but <!--coloro:lime--><span style="color:lime"><!--/coloro-->without the milktoastification that would invariably come about with symmetrical commandermode gameplay designs<!--colorc--></span><!--/colorc-->.

    Thanks again for the podcast, and good luck.

    PS: One of my favorite concepts for an alien commander involved no "chair" entity, but more of a "hands-off" lifeform ala The Ghost of Christmas Past, that would direct the alien team from the first-person view with tremendous movement capability, almost like an ancestral spirit if you're looking for a theme.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Reposted from other thread:

    The glowies look and sound pretty awesome. Very organic and I imagine they'd add a lot to the atmosphere. I'm not sure how alien spawning would work in a way that would prevent spawncamping being fifty times worse though. The marines would merely have to mop up any egg laying around to prevent any aliens spawning. Obviously killing an uninhabited egg wouldn't yield any points, but having a number of fixed, visible locations from which an alien could spawn would be a lot easier than having to deal with aliens popping out of invisible spawn points to chew on their goolies, as in NS1.

    --Scythe--

    P.S. Zomgwtf Chromeangel! /wave
  • the3rdgraythe3rdgray Join Date: 2008-01-27 Member: 63513Members
    Alien commander = bad idea...

    It's the difference in the gameplay for each team that makes NS (and ought to make NS2) so great... If you add and alien commander, for whatever perpose, you are taking away from that uniquness, and, therefore, producing an inferior game...

    Just my opinion...

    III
Sign In or Register to comment.