Development Blog Update - Unknown Worlds Podcast #25

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
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  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Yay for getting Cory Strader on board.
  • STARWOLF760STARWOLF760 Join Date: 2006-11-21 Member: 58686Members
    nice draw , i like a lot the new bio sphere
  • Raven_XIRaven_XI Join Date: 2003-01-08 Member: 12032Members, Constellation
    Very nice update, Im glad to hear the maps wont be so dark and gloomy this time. I know its on the old HL1 engine but if I play NS now I pretty much get depressed at all the grey when I walk around the coridores <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />. Another good thing is that I wont be hampered by the fact I choose to not use ridiculous gamma settings so that I can see those areas that were supposed to be dark, might even out the playing field <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    Woot go Cory! (and yay for pig-like squealing!)

    I'll edit this post after I get to listen closely to the podcast. I just wanted to voice my support. (sheesh now it feels like a race to complete ns_eis)



    /me drops and SC and disappears
  • woodywoody SoCal Woody56 Join Date: 2004-02-14 Member: 26541Members
    Nice work Cory, new yet strangely familiar. NS2 is looking better & better with every update.




    Hey bty is that glowee eating the plant in the lower right part of the image ? Are they herbivores or omnivores ? Hmm I wonder it the carnivores in that ecosystem might get energy from them. If so make sure you have enough fiddling about to snack on LOL
  • Nima_Nima_ Join Date: 2007-08-30 Member: 62083Members
    You guys must be really busy, which is awesome.. Cool podcast too, would be interesting to find out more about your workflows, in particular the process you go through for a level.
  • MinstrelFisherMinstrelFisher Join Date: 2008-04-25 Member: 64151Members
    So can we spawncamp the sperm?
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    awesome concept, its great to see plants in hydroponic tanks, instead of your generic sci-fi "bodies in stasis", its allways good to think outside the square.

    i think the skylight will be an amazing addition, but to contrast differnent parts of the map you will still need plenty of dark areas or rooms with fluroesent lighting. if you had to walk half way across the map, passing through dimly lit corridors, glowing furnace areas, flickering lights in certain rooms, when you finally arrive to the biodome with its natural flowing light, it would make it that much more impressive.

    BTW there's only one thing missing from the biodome concept - where's pauly shore? LOL
  • haymohaymo Join Date: 2005-01-09 Member: 34040Members, NS1 Playtester
    yay for update <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • TalisTalis Join Date: 2005-01-21 Member: 36519Members, Constellation
    edited June 2008
    Been a long time since last update. Nice conceptart again by Cory, got a new wallpaper <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    Good to hear that he's back in team. Though I was expecting something more from this podcast
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    look fantastic!, but i hope that not all of the tight and creepy corridors dissappear.

    so whats the release date? j/k <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    Very awesome, defining the background of the map instead of putting brushes together aimlessly.

    Please consider map dynamics as well - Source has some amazing tools with inputs and outputs, they can allow for very diverse, fascinating gameplay if used tastefully.
  • antyanty Join Date: 2003-02-05 Member: 13143Members
    The hive-room is a Jetpackers paradise <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/hive5.gif" style="vertical-align:middle" emoid="::hive::" border="0" alt="hive5.gif" /> Blocking railing, a high ceiling and a clear vision. Every non-cloaked alien will be spotted immediately.

    I think light rooms are not a good starting point for aliens.

    The atmosphere is still very nice, but I don't think it fits the NS1 one.
  • cerberus414cerberus414 Join Date: 2005-05-07 Member: 51098Members, Constellation, Reinforced - Shadow
    edited June 2008
    Wait, is Jason still on the team (I know he went back to Australia)? Or is he just done with NS2 development altogether? It's to bad he couldn't stay in U.S. for a bit longer (say until NS2 actually ships =P).
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Well if the dynamic infestation works the way I think it would, the room would slowly grow darker as the hive grew. The infestation would begin to spread over the walls, ceiling, and window. This way you can still have a beautiful bright and open biodome to start, but it becomes more alien friendly in appearance and function as the infestation spreads across the room.

    And really, this all depends on how the game's mechanics end up working.
  • MojokdirectorMojokdirector Join Date: 2008-02-21 Member: 63705Members
    Thats awesome to hear Cory is in it full time.
    It would be cool to see a Marine Start concept or two.
    Maybe with a command chair...
    ...I'm having a little trouble with that room for the film.

    I really can't wait to play this game.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--quoteo(post=1680966:date=Jun 12 2008, 06:44 AM:name=aeroripper)--><div class='quotetop'>QUOTE(aeroripper @ Jun 12 2008, 06:44 AM) <a href="index.php?act=findpost&pid=1680966"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well if the dynamic infestation works the way I think it would, the room would slowly grow darker as the hive grew. The infestation would begin to spread over the walls, ceiling, and window. This way you can still have a beautiful bright and open biodome to start, but it becomes more alien friendly in appearance and function as the infestation spreads across the room.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Since most lighting in Source is pre-compiled into the map (unlike say doom3) I doubt dynamic infestation will be able to block light from the sky. I can see UWE have been influenced by the popularity of sunny FPS environments like Farcry and Dust, but it strikes me as really bad news for the team without guns.

    Kind of disappointed you didn't talk more about the marines purcahsing weapons whose prototype proved so contentious following the last podcast.

    Very pleased to hear squeal joining the team full time, I think his influence and inspiration it will bring a great improvement.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    A bit disappointed in this latest podcast for a few reasons which I'll summarise quckly:

    <b>1. Bright Alien environments</b>
    Since Aliens are the <i>unknown</i>, they are supposed to be the sinister team. The way they move and attack (ambush, cloak, sudden leaps, incapacitating webs) all goes to create an eerie feel to the game when playing as a Marine. Having bright, airy Hives just doesn't fit with this mood.

    It also breaks a strong design point most of NS's maps had. For me, as you enter deeper into Alien territory, the environment should feel more hostile. One of the basic trends in NS has been the movement from well-lit Marine areas to more sombre, more dangerous Alien territory. This not only creates mood but it also acts as a very subtle but very intuitive signposting system: if you're moving towards darker areas you're moving towards where the Aliens are likely to be. This makes a massive improvement to map navigation and helps new players learn maps quickly. As I say, playing with this balance is basically breaking a very effective system that can be harnessed to great reward.

    <b>2. Charlie's comment on persistent play and environments</b>
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->If you spend so many hours playing a game I think it's really nice to be somewhere that's a more beautiful environment than somewhere that's dingier and creepier.<!--QuoteEnd--></div><!--QuoteEEnd-->The fact is in a multiplayer, the more you play, for every player the aethetic elements become de-emphasised (as the non-essential information gets condensed into 'chunks' in the brain's memory) and the formal elements gain a stronger focus. The fact that the Hive is more aesthetically beautiful has absolutely no impact on persistent play, it's the way it works in terms of the game's mechanics that should be receiving the greatest attention. See Jesper Juul "Half-Real: Videogames between Real Rules and Fictional Worlds" and Raph Koster "A Theory of Fun for Game Design".

    <b>3. Spaciousness and Hives</b>
    This brings me to the next major point about the concept art. Even if we ignore the general lighting scheme, the actual architectral design is very weak for an Alien Hive. It looks the size of Refinery in Bast, which is a terrible Hive for Aliens because of the vast distances they have to travel and the massive advantage Jetpackers get over all Alien lifeforms. Even if Jetpackers aren't used, Marines can still place PGs far from the Hive and still have line of sight. I understand this is a concept piece, but I really hope that whoever you have mapping this knows not to take the concept art at face value, and understands just how much it needs to be adapted from the outset to fit with NS's gameplay.
  • DooGieDooGie Join Date: 2005-01-10 Member: 34531Members, Constellation
    Where are the Cory grindcore piggy squeals? ;D
  • wankalotwankalot Join Date: 2005-02-05 Member: 39872Members
    Ok guys just reverse a bit before you jump the gun to point out the negatives of a bright environment. Some of you are making comments about how it could disrupt the game mechanics, but you DO NOT yet know what they will be like. For example, as the infestation spreads the hive may begin to produce mist that provides them with cover, aliens might be able to cover ground faster, be more durable etc. And for the record, even in the brightest hive rooms ive rarely been in a situation where aliens do not have the upper hand fighting on their own turf (I mean the actual hive room, not siege points).

    Also it would make sense that an organism like that would prefer sunlight. Most hive rooms in the current ns are near a heat source. Engine, furnace, biodome, ventilation etc. So a greenhouse would presumedly be ideal. And u assume the light is an advantage. To me those rays of light looked strong enough to obscure vision.

    These issues aside, i think it is also a mistake to assume the aesthetic is unimportant, even in multiplayer. I really do think that many people have turned away from ns because it looks old. IMMERSION is so important. It makes people feel like they are part of a game, and makes them more likely to play again. Don't get me wrong, games that spend far too much time on the gloss have got the balance wrong, and an average game is the result. But, that said, i'm really looking forward to a visually impressive game.

    PS: UWE team, i have not played NS in more that 18 months now. The Australian community is gone, RIP ausNS. But i know there is a community in hibernation down here... so give us an awesome game to revive it! I know you will <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    <!--quoteo(post=1680976:date=Jun 12 2008, 06:31 PM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Jun 12 2008, 06:31 PM) <a href="index.php?act=findpost&pid=1680976"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A bit disappointed in this latest podcast for a few reasons which I'll summarise quckly:

    <b>1. Bright Alien environments</b>
    Since Aliens are the <i>unknown</i>, they are supposed to be the sinister team. The way they move and attack (ambush, cloak, sudden leaps, incapacitating webs) all goes to create an eerie feel to the game when playing as a Marine. Having bright, airy Hives just doesn't fit with this mood.

    It also breaks a strong design point most of NS's maps had. For me, as you enter deeper into Alien territory, the environment should feel more hostile. One of the basic trends in NS has been the movement from well-lit Marine areas to more sombre, more dangerous Alien territory. This not only creates mood but it also acts as a very subtle but very intuitive signposting system: if you're moving towards darker areas you're moving towards where the Aliens are likely to be. This makes a massive improvement to map navigation and helps new players learn maps quickly. As I say, playing with this balance is basically breaking a very effective system that can be harnessed to great reward.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I imagine Cory's concept is of a hive so newly constructed that it has not yet had the time to spread infestation. I have very quickly modified Cory's concept to show what I think it might look like a few moments after the hive is built, when the infestation begins to spread. I imagine things will feel extremely hostile after a minute or two.
    <img src="http://www.adam.com.au/thelanges/ns2/biohive.jpg" border="0" class="linked-image" />
    (the little dots everywhere are supposed to be infestation spores or something)
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Looks great.
    I also think that DI will add a lot of atmosphere to yet rather clean and bright scenes, especially considering that DI is also supposed to shut down some lights/light emitting computers/etc.
  • acidicXacidicX Join Date: 2004-07-08 Member: 29795Members, Constellation
    yay good news.

    I fully agree to my foreposters, DI can get it darker and hostile, but don't overbright it. It would ruin the hostile athmosphere.

    P.S: let's get a paypal account up to buy the guys an AC! ;D
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    Minor details, concept art is what it is, concept art. Those things will be changed as playtesting for balance occures. Dont forget how many times NS1 maps have been edited to fix balance issues, and they're still not all perfect yet.

    Do Work!
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    i thought charlie was going to announce he or max was pregnant the way he built up corys arrival in podcast. anyways good news cos i guess lots of art is a large chunk of the development.

    I like the idea of having natural sunlight and environments that look like they were inhabited until recently. Will there be a day night cycle for the sunlight?
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    Well, really good to see Cory's involved in NS2, will surely contribute a whole lot.
    I'm not sure if I like the brighter maps yet, but I find it really hard to imagine what it'll look like ingame.
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    Great direction with adding some variation in the cosmetic themes. Is it possible that the cosmetic features can be incorporated into the gameplay mechanics? Certain hive locations offer diffrent bonus' for the aliens? Ie: a vegetation room like that would offer a slight bonus to upgrading the hive? While the more traditional gritty industrial room would offer more raw resources for the to draw from, but have a slower development time. Just a thought to incorporate the cosmetic and economic features of gameplay together.

    Also, was it just me or did our 'piggy' friend sound a little nervous?
  • Juic3Juic3 Join Date: 2008-06-12 Member: 64430Members
    WOW i love the Artwork. i could't resist and made a Wallpaper =D
    <img src="http://fc02.deviantart.com/fs26/f/2008/164/3/0/NS2_Biosphere_1680x1050_by_Th3Juic3.jpg" border="0" class="linked-image" />

    I'm realy looking forward to this game. i hope is going to be as great as it sounds <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    edited June 2008
    <!--quoteo(post=1680976:date=Jun 12 2008, 05:01 AM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Jun 12 2008, 05:01 AM) <a href="index.php?act=findpost&pid=1680976"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>1. Bright Alien environments</b>...Having bright, airy Hives just doesn't fit with this mood...This acts as a very subtle but very intuitive signposting system: if you're moving towards darker areas you're moving towards where the Aliens are likely to be.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I honestly cannot think of any NS1 map where this applies. I can't think of too many 'dark areas' off the top of my head, however, I have jacked up my brightness to max and may have even tweaked gamma. I would assume that most players also adjust brightness, but I don't really know.

    I think a much better signposting system would be DI. Instead of having predetermined dark areas around the map, DI would let the player know more efficiently that they're about to enter a hostile area and if they continue on their path eventually they'll hit a hive.

    Also, I don't think a couple of bright hives are a bad idea. Even on maps with bright hives I would assume there would still be darker areas - I doubt the whole map would be as bright as a sun room. If the devs are trying to tell a story on each map, and for one map that story is "the aliens came and took over a terraforming research station" clearly there would be bright areas some of which may be hives. Who knows - maybe the next 'story' they want to tell is one of an abandoned underground mining station that's running on flickering backup power.

    I just see this as a little variety, and as such, don't think it's anything to get too concerned about. Now, if every hive was a happy-bright-fun-time then I'd start to worry.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><b>2. Charlie's comment on persistent play and environments</b>
    The fact is in a multiplayer, the more you play, for every player the aethetic elements become de-emphasised ...The fact that the Hive is more aesthetically beautiful has absolutely no impact on persistent play<!--QuoteEnd--></div><!--QuoteEEnd-->

    Agreed. Aesthetic elements can even become annoying when all I want to do is get some kills. It seems Charlie defined "beautiful" as an opposite of "dark and gritty." I don't think thats necessarily the case, but maybe the message that they are trying to get across is that NS2 maps aren't going to be pigeonholed into being called "cold" / "dark" / "abandoned" / etc.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><b>3. Spaciousness and Hives</b>
    the actual architectral design is very weak for an Alien Hive....I really hope that whoever you have mapping this knows not to take the concept art at face value<!--QuoteEnd--></div><!--QuoteEEnd-->

    Agreed. That is not an alien friendly hive, however I don't think we'd see this <i>exact</i> hive in the game. I even remember hearing about how hives may not have predetermined spots (I think I heard that, anyway) and at this point in the development stage maybe the dev's don't even know how they want hives to work. I'd think this concept piece was used more for getting the 'feel' of the map rather than source material for individual rooms.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited June 2008
    A few clarifications:

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->These issues aside, i think it is also a mistake to assume the aesthetic is unimportant, even in multiplayer.<!--QuoteEnd--></div><!--QuoteEEnd-->I never said it was unimportant. I just believe that Charlie's comment about making it bright with longplay in mind is slightly flawed. Making it bright with the first impressions of the game in mind is a far less flawed argument.

    To reiterate what Chrome said: it is highly unlikely that the UWE team has found some way to make DI affect the overall lighting. The only way this could happen is if they had the Hive (or maybe a DI_presence entity) triggering a set of lights to turn off. This would add a lot of work for mappers when creating Hive rooms (although it would be a pretty nice effect). The problem here is that it would mean Marines no longer have to check for cloaked Hives by firing at them or moving into them.

    The 'mist' effect would be interesting, but there is an issue with these sort of effects creating a lot of lag (at least they did on the GoldSrc engine).

    To whomever said 'plants need light to grow': artificial 'grow lamps' are in common usage today. There's nothing to say they would be less feasible in the imagined future of the NS universe. You can even see the 'plant-pods' have lights built into them. Therefore it seems safe to say the skylight is primarily an artistic choice, and one that I would argue would seem to compromise gameplay (based off the current info we have).

    Lastly what I said about spaciousness still stands. This is less a concern about the CA and more one about making sure that the mapper's interpret and adapt the CA to their needs, instead of just copying it wholesale.

    [EDIT]
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I think a much better signposting system would be DI. Instead of having predetermined dark areas around the map, DI would let the player know more efficiently that they're about to enter a hostile area and if they continue on their path eventually they'll hit a hive.<!--QuoteEnd--></div><!--QuoteEEnd-->I agree that DI would be a much more effective system, both in how it can operate procedurally (not requiring extra efforts on the part of the mapper) and also how it fits more closely with the theme. If DI did work how we all think it's going to work, then I'm fine with it replacing darkness as a signposting system.

    Perhaps the brighter maps idea is an effort to minimalise the need/advantage for 'gamma hax'.

    P.S. I agree with SentrySteve on all his points (although I am incredibly wary about the notion of non-mapper-defined Hive locations, but that's another discussion).

    P.P.S. Almost all maps use this technique (a lot don't use it explicitly), even veil has a subtle light-dark lighting system.
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