Development Blog Update - Unknown Worlds Podcast #19
Max
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
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WRT the commander view it sounds like you're taking the time to really hammer things out "the right way". Keep up the good work. <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
GFT!
I completely agree with the part about hardcore players who will always choose the more effective way over the more fun / visually enjoyable way of doing things. Other developers would probably tell that the player is a re*ard, but you guys polish everything so a hcp doesn't have make such decisions - that's why I believe NS2 will be beauty!
Keep up the great work!
Having played around with mapping and commanding I realize what an annoyance the comm view can be especially on custom maps like Missile Command, where one part is very high and the other part is very low.
BTW, I liked last weeks podcast.
(Or, if your interpolation is a linear function of the heights, you don't have to do it before you interpolate.)
(Or, if your interpolation is a linear function of the heights, you don't have to do it before you interpolate.)<!--QuoteEnd--></div><!--QuoteEEnd-->
That's how it works.
And it's good to see the podcasts back on track, so to speak.
I find I have to completely agree with:
<!--quoteo(post=1672532:date=Mar 8 2008, 08:41 AM:name=La Chupacabra)--><div class='quotetop'>QUOTE(La Chupacabra @ Mar 8 2008, 08:41 AM) <a href="index.php?act=findpost&pid=1672532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I completely agree with the part about hardcore players who will always choose the more effective way over the more fun / visually enjoyable way of doing things. Other developers would probably tell that the player is a re*ard, but you guys polish everything so a hcp doesn't have make such decisions - that's why I believe NS2 will be beauty!<!--QuoteEnd--></div><!--QuoteEEnd-->
I think it's great that you're making the effort in this regard.
<!--quoteo(post=1672546:date=Mar 8 2008, 10:24 AM:name=moultano)--><div class='quotetop'>QUOTE(moultano @ Mar 8 2008, 10:24 AM) <a href="index.php?act=findpost&pid=1672546"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->(Or, if your interpolation is a linear function of the heights, you don't have to do it before you interpolate.)<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm, what is meant by this, exactly?
Also, about levels/commander camera; you mentioned that levels can now have a greater level of depth, rather than existing on a relatively horizontal plane.
But does this mean we'll have levels underneath levels? - ie. multiple-storied maps - If so, how would you navigate between stories in commander mode, and how would you show the mini-map?
And could you tell us more about the map that you mentioned in the podcast? I didn't quite catch the name, but you mentioned 'descending into the earth'.
Thanks, and keep up the good work <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<i>Nope, we won't be supporting multiple levels. It's just that the commander camera is no longer restricted to a single height, so as you pan around the map, it's moving up and down automatically. -- Charlie</i>
sweet.
Maybe you have already explored this idea?
Maybe you answered that already in the podcast? I don't remember hearing anything about it.
ps. nice podcast <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" />
Whats so good about it is that it gives you freedom to observe every nook and cranny of the map, be it vents, hallways, sewers, inside houses, etc.
Grats btw.
Maybe you answered that already in the podcast? I don't remember hearing anything about it.<!--QuoteEnd--></div><!--QuoteEEnd-->
What about the minimap, how do you display two layers on a single minimap?
<!--quoteo(post=1672644:date=Mar 8 2008, 05:21 PM:name=caboose4life)--><div class='quotetop'>QUOTE(caboose4life @ Mar 8 2008, 05:21 PM) <a href="index.php?act=findpost&pid=1672644"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->dudes that is gona be so awsome if it goes out for xbox 360 :o btw im thinking if u could like make camaras so u can place in each hive so like u can be informed if there r any alien nearby or something like that (btw if u r thinknig bout that can u plz mention "caboose" on your next podcast <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
ps. nice podcast <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Oh please god no, Xbox 360 version would need to be dumbed down. I mean it does sound cool and all, letting over 20 million people experience the game, but NS2 will be fast paced and imagine how awful the controller will be when you'll try shooting down a leaping skulk or a blinking fade. (How would you even control aliens with a controller might be a better question) I think they got the Xbox 360 license to make some casual games (port Zen of Sudoku maybe) and get some cash flowing for NS2 development.
The minimap would toggle when the commander shifted his view to the second level. Either that or you could implement a 3D minimap ala Descent, but that seems unnecessary.
Sounds like you're using point entities for the commander height. If you place one at the centre of a rectangular room does that make the camera bob up/down when you go to the corners? Perhaps a brush that sits over the floor would be better so the whole room is at the same level when you (the designer) want it to be. I like schkorpio's suggestion of combining the area naming entity with the commander height entity. Since it's placed on the floor could this entity be used as a hint as to where to create commander dropped items too? It might help prevent stuff being stuck in the floor and suchlike. Or are they literally being used to generate a heightmap? a greyscale bitmap we could paint over and re-touch?
OK, so you couldn't give us NS news last week, but did you have to be like 40+ minutes of "No NS news... but WE got to do the <i>really</i> cool thing that YOU didn't... Na Na na NA Na!" <!--coloro:#006400--><span style="color:#006400"><!--/coloro--></envy><!--colorc--></span><!--/colorc-->
The whole xbox thing sound ominous to me. To my ears it sounds like you're getting sucked into making middleware for mass market mediocre casual player console games. I can imagine that expanding to take over all your time rather than being the cash cow that funds NS2+.<!--coloro:#000000--><span style="color:#000000"><!--/coloro--> First nail in the NS2 coffin.<!--colorc--></span><!--/colorc-->
<i>The 360 middleware stuff is so we can add 360 remote debugging support for Decoda and so we can see if NS2 will work on the 360 (PC will be first). We're not planning to switch to casual/XBLA games! --Charlie</i>
In the early NS-1 versions, a Commander could drop his item drops directly on top of players with no problems, and it was good. Well, except for the annoying possibility of pinning players to the ground with new structures so they couldn't move. Amusing when done to your own marines, rather broken when done to aliens.
In the later NS-1 versions, players carried around personal no-drop zones that stopped the Commander from dropping buildings on them, and it was good. Until you tried to drop helpful items like medpacks or equipment on them, and had to figure out how to avoid that no-drop zone while doing so. With some effort you could still pull it off by sort of tagging the very edge of the marine model with your medpacks, but its definately harder than it was in the early versions.
So my request for NS-2 is this: Do whatever you have to to stop buildings from spawning on top of players, but let me spawn medpacks and other helpful drops right on their heads!
i can say forme xperience of playing galatic civ2 (which has a zoom function) that i always play at maximum out zoom so i can get the bigger picture sorted in my mind. This of course means my experience of the game is loads of icons on map rather than the ships and planets graphics i get at a close zoom.
What kind of interpolation do u use, Krigging, IDW, Splining, or just generalised polynomials.
<i>Yes sir! --Charlie</i>