Development Blog Update - NS2 Build 163 - Infestation Patch Video

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  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    <!--quoteo(post=1832797:date=Feb 17 2011, 11:20 AM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Feb 17 2011, 11:20 AM) <a href="index.php?act=findpost&pid=1832797"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The 'sentry guide' looks a bit low res/static from the video, but I imagine it'll get improved later on.<!--QuoteEnd--></div><!--QuoteEEnd-->

    A lot of the VFX seem to be placeholders. As long as they serve their purpose... :-)
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited February 2011
    I have to say I agree with the point that DI should not be something placed like a building.

    It would require more code work, but I think that sort of spreading behaviour would be better.

    You could perhaps do something like this:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Hive fires rays out in random directions, which return the infested state of the surface they contact as a boolean.

    > If yes, disable DI spreading routine on this hive.

    > If not, fire rays out in random directions.

    If a ray hits a patch of uninfested surface, spawn an infestation node there, which spreads DI out a bit from around it.

    Infestation nodes have a volume around them which counts as 'infested', and returns yes when infestation traces hit it.

    Infestation nodes also fire the same rays periodically as the hive does, and if they get repeated 'yes infestation is present' results they disable as the hive does.

    If a node is killed, it broadcasts an 'activate' message to all nearby nodes and hives, telling them to start checking for DI again, which should handle DI destruction.<!--c2--></div><!--ec2-->

    The algorithm is simple but should give a nice geometry-limited spreading pattern while keeping server processing to a minimum by disabling the process in infested areas. All servers have to keep track of is node locations and run the calculations for nodes on the edge of DI.

    So basically it might be some work to program, but it should be possible.
  • mokkatmokkat Join Date: 2009-08-30 Member: 68652Members
    This new patch sounds great. The format of showing the improvements in a brief video is very welcome - in the past NS2HD has done such videos from a players perspective, and I hope you will work with him so that future patches will have similar short change videos from you, and in addition, player perspective and new tactics/tricks from him.


    I thought the spine crawler in Starcraft 2 looked cute when it walks, but the whip now takes that place in my heart :D Its like a baby elephant taking its first steps <3
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    What advantages does DI bring aliens in this build? Marines cant build on DI?
  • moofreemoofree Join Date: 2005-01-10 Member: 34622Members, Constellation, Reinforced - Silver
    edited February 2011
    "This video has been removed by the user"
    edit: it's working now, i think it's just youtube was being weird as usual...
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited February 2011
    What part of 'Dynamic Infestation <b>Prototype</b>' do you guys not understand?

    It is a complicated game mechanic.. what is best?

    <i>Getting a simplified version completed that works functionally but which can be adjusted easily in response to community feedback.

    Or

    Spending ages creating something that is polished, difficult to change and requires lots of man hours.</i>

    No artist just starts working on a big piece, they rough it out and make sure it works before finally going in and polishing it up.

    I'm no programmer, but I imagine the finalised version will be very similar to that seen in the original video. The difference I think there will be (because of the implications of bandwidth) is that the height of the mesh/mapping will be client side - not server.

    Also, you won't get collisions with the 3D mesh.

    The problem is that if you have a mesh that is complex (as in, areas that are so high they effect view or movement) then everyone has to see the same thing. Otherwise you could be sitting behind a 1m high lump not thinking anyone can see you, where as in fact they can do.

    That means information regarding the rate of growth, eventual heigh and range of every point on the mesh would have to be communicated between everyone on the server. I'm pretty sure this probably creates vast amounts of data that I think would be a real drain on servers and bandwidth.

    We'll probably end up with something that has a randomised mesh ranging between 0 - 100mm in height. So it does not effect view or movement (no need for collision detection) but looks really cool.

    The only thing I would say or perhaps suggest, is that there were perhaps areas that could be 'raised' or 'lowered', with maybe alien plants (detailing) or hanging fauna growing out at certain points. Some level of extra detail that would not put a strain on this, whilst at the same time being functional.

    Maybe some sort of pre-computation mesh that the server/client knows. So aliens could place a barricade (plant/DI) in certain areas, and the DI surrounding it would grow up onto the mesh somehow.

    I could be talking absolute bollocks though, because I am just an artist.
  • resresresresresres Join Date: 2007-10-16 Member: 62652Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Drifters not building even if enough res<!--QuoteEnd--></div><!--QuoteEEnd-->

    There can be only one!


    Also, DI doesn't go on walls/roof yet? Baby steps, I guess
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    what i clearly see happen is

    when the Di is placed it spreads out in a radius one or two squares from it origin. were if it finds more Di that is connected to a hive. it joins and continues to grow.
    if not it grows a few feet from its placed location it cant find hive DI and then it begins to shrink.

    from what i can tell new hives and res towers will be either build able without Di being present at which point they a res tower will either drop a few squares of DI around it to try and latch back onto the hive Di for a minute or so. or a gorge or commander will be able to place a few patches of DI build the res node and hope the Di can be connected before the infestation can shrink back down and begin choking the res node. either way its going to be a fun juggle. and we will just have to wait and see.

    i still figure marine spawn hydra rushes are still possible. your just going to have to get the gorges and com to drop infest were the hydras go repeatedly a bit of heal spraying, more DI dropping. it would be like tending to a little garden. with spikes, thorns and acid.
  • YotopiaYotopia Join Date: 2010-11-22 Member: 75176Members
    was waiting so long for DI.....dreams come true :)
    great video and great ambient music in the background.was this choosen by simon ?
    keep this up you guys are freaks !
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    Wasn't quite the mechanic I expected but for prototyping the gameplay it doesn't matter how it is implemented, just that it can be spread and the bonuses and building requirements it add.

    Also the gamebalance is going to be completely different from this point onward and more true to the final product, so an AWESOME patch! Now the territorial fighting can begin :)
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1832862:date=Feb 17 2011, 09:51 AM:name=Triggerman)--><div class='quotetop'>QUOTE (Triggerman @ Feb 17 2011, 09:51 AM) <a href="index.php?act=findpost&pid=1832862"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wasn't quite the mechanic I expected but for prototyping the gameplay it doesn't matter how it is implemented, just that it can be spread and the bonuses and building requirements it add.<!--QuoteEnd--></div><!--QuoteEEnd-->

    this.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Without the original video showing the procedurally generated DI the current implementation would look much better. I don't like how the commander has to place it, though.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    <!--quoteo(post=1832849:date=Feb 17 2011, 03:01 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Feb 17 2011, 03:01 PM) <a href="index.php?act=findpost&pid=1832849"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What advantages does DI bring aliens in this build? Marines cant build on DI?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Marines cant build on DI? -> yes
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Also I heard it tells you when marines are standing on the infestation.
  • aliasWarlordaliasWarlord Join Date: 2010-06-09 Member: 71999Members
    <!--quoteo(post=1832824:date=Feb 17 2011, 12:49 PM:name=Pampelmuse)--><div class='quotetop'>QUOTE (Pampelmuse @ Feb 17 2011, 12:49 PM) <a href="index.php?act=findpost&pid=1832824"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->as ns2 will be a fast-paced multiplayer game, the chosen style is the better one.
    the rays looked cool, but it could rather be placed in a singleplayer like AvP, it adds atmosphere for the lack of game speed. imagine being a skulk in the dark waiting for the next beam of .. sound or whatever wandering through the darkness until u can proceed fighting a marine who is running around..<!--QuoteEnd--></div><!--QuoteEEnd-->

    Right but during the experiment video they tried different settings for that and in one of them there was no need to wait the waves and was just so perfect because you had a costant vision in darkness even if it was waved... well maybe they will look back at that in future... i hope :)
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I like the idea of the alien comm being able to manually spread some creep by expending energy, but I hope it isn't always the only way to do it. Personally I would prefer if it largely spread automatically from the hive and/or RTs, and you can use the manual patches to expand it strategically where necessary.
  • intellixintellix Join Date: 2008-03-24 Member: 63950Members
    Wow... looks amazingly interesting and very fun.

    GET PHYSCHED UP GUYS!
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    I predict Marines will be able to slaughter aliens now. The only way aliens could survive before was by taking res nodes early to slow down the marine's ability to get the flamethrower. Now the res node battle will be more even so aliens will be fighting flamethrowers much earlier.

    Please, fix the flamethrowers! They've been going through walls for how many patches now? Its very game breaking :/
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited February 2011
    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Question:<!--colorc--></span><!--/colorc--> What are you gonna do about the infestation tunnels? I think I read somewhere here that you guys wont do it untill after releasing V1.0 ( tech takes long time to create ), is that still the case?

    Allso If I may here is a

    <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Suggestion:<!--colorc--></span><!--/colorc--> for the infestation tunnels: why not make it so that whenever you push use button on the infestation it gives you the map layout and you choose where you wanna respawn on the infestation on the other side, once you choose you get teleported to an infested kinda tunnel wich is located outside the map and player have to run inside it from point A ( where you spawn inside it ) to point B ( end of tunnle ) and then boom you are where you wanted to be on the other side of the map.

    technical stuff: map cannot be visible to player, allso player models can walk through eachother to prevent one player from blocking the tunnel and you can have multiple tunnel layouts in one map wich is randomly selected once a player chooses to teleport useing infestation ( for variety ).

    layout:
    Rightside you got the map layout ( top view )
    Green: infestation
    Orange: where the player currently is
    Blue: where player wants to teleport to.
    Leftside: different tunnel layouts for variety ( located outside the actual map just like in the case of the readyroom )
    <img src="http://i52.tinypic.com/2lo0kd3.png" border="0" class="linked-image" />
  • Josh86Josh86 Join Date: 2010-12-06 Member: 75513Members
    edited February 2011
    Neat!

    <b><u>Tram ready room</u></b>
    Like NS1! Large room to jump around in and gives a preface to what the map design is like.

    <b><u>Rifle sounds, Sentries, Grenade Launcher</u></b>
    I really like the new rifle sounds. More "ratchety" and machine gun like. Makes you feel that its a very high ROF weapon.

    Sentry markers look nice. Reminiscent of the "Aliens" motion tracker display. I really like the range line extending outward from the middle. Maybe you could do the same with the firing angle lines on the sides -- but more subdued?

    Grenade launcher fix? Looks like I won't be firing anymore phantom grenades after I run out, haha.

    <b><u>Alien vision</u></b>
    Very nice job implementing that. I noticed that during second time it turns back to normal vision -- it fades away. Is this the light transitioning I heard Corey ask about in the vision experiment video? Looking forward to testing it.

    I think the high contrast on the edges and entities works great -- but everything seems a little flat. It would be nice to make the vision mode appear a little more attractive. You can make it pretty and work effectively, right?

    <b><u>Dynamic Infestation</u></b>
    Good to see it implemented sooner than later. Should make the game dynamic, indeed. I have a suggestion, though. Maybe instead of clicking map areas to implement DI, Drifters could explode into a gooey spore-like mess to create a patch of the stuff. I admit it would be harder to place structures out past alien controlled territory, but the Gorge can also create DI. I think using the Drifters would keep the growth more localized and expand slowly (Marines kill Drifters if they go too far...placing DI via comm clicking when there is nothing else around seems a little advantageous).

    <i>edit: some of you like the Drifter thing I suggested, some don't. I can see where the ones who disagree come from. I would rather have the DI spread outward from the hive automatically. I was just suggesting that if the commander is able to place infestation at the cost of plasma, he should have some other means of implementation than simply clicking on empty portions of the map floor in whichever room he wants. Now if he was limited to clicking only in areas that are in close proximity to the already existing DI (it would automatically connect to the existing hive group) -- I would be happy with that.</i>

    <b><u>Whip movement</u></b>
    It works. It seems like the Whip really struggles...maybe I thought of the movement as slower and deliberate. A slug-like slithering drag would work with the Whip -- contrast to its violent lashing attack. Some slower turning animations would make it look really nice. The quick looking movement does give a nice visual indicator for the commander, though. Maybe if other structures use movement they could move in different ways.

    Hey...this is the first thing I thought when I saw that Whip move.
    <a href="http://image.gamespotcdn.net/gamespot/images/2010/217/_imagegallery01_purple_tentacle_07090_640screen.jpg" target="_blank">http://image.gamespotcdn.net/gamespot/imag...0_640screen.jpg</a>
    Purple Tentacle: Yes. Thank you, naive human. Now, I can finish taking over the world!
  • FredDurschtFredDurscht Join Date: 2009-12-18 Member: 69704Members
    <!--quoteo(post=1832885:date=Feb 17 2011, 04:30 PM:name=Josh86)--><div class='quotetop'>QUOTE (Josh86 @ Feb 17 2011, 04:30 PM) <a href="index.php?act=findpost&pid=1832885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b><u>Dynamic Infestation</u></b>
    Good to see it implemented sooner than later. Should make the game dynamic, indeed. I have a suggestion, though. Maybe instead of clicking map areas to implement DI, Drifters could explode into a gooey spore-like mess to create a patch of the stuff.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i really like this idea!
  • doesephdoeseph Join Date: 2009-11-22 Member: 69467Members, NS2 Playtester, Subnautica Playtester
    Well would you look at that? Looks like I was right - the alien vision mode will be toggleable. So much for all those people saying "OMFG KLJFSDA IT WILL CHANGE THE GAME ITS STOOPID ALIENS HAVE FLASHLIGHTS THATS DUMBL OLOLOLOL".

    The changes look awesome UW.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1832890:date=Feb 17 2011, 05:00 PM:name=doeseph)--><div class='quotetop'>QUOTE (doeseph @ Feb 17 2011, 05:00 PM) <a href="index.php?act=findpost&pid=1832890"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well would you look at that? Looks like I was right - the alien vision mode will be toggleable. So much for all those people saying "OMFG KLJFSDA IT WILL CHANGE THE GAME ITS STOOPID ALIENS HAVE FLASHLIGHTS THATS DUMBL OLOLOLOL".<!--QuoteEnd--></div><!--QuoteEEnd-->
    Tooting your own horn a bit are we <img src="http://members.home.nl/m.borgman/ns-forum/smileys/tongue.gif" border="0" class="linked-image" />



    Anyways, good to see all these new additions... Prototype DI, the new sounds, hehe even the cute Whips uprooting. All features and additions we've been dieing to see and play around with. Let's hope they don't add to many issues, now get to 5PM already, hehe...
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    DI looks great

    The grenade launcher animation still looks wrong when it shoots. The first 2 shots come from the centre of the rifle instead of the GLA and the 3rd shot comes from the centre of the screen.
  • NeoSniperNeoSniper Join Date: 2005-06-02 Member: 52976Members
    <!--quoteo(post=1832852:date=Feb 17 2011, 10:26 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Feb 17 2011, 10:26 AM) <a href="index.php?act=findpost&pid=1832852"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What part of 'Dynamic Infestation <b>Prototype</b>' do you guys not understand?
    ...
    ...
    I could be talking absolute bollocks though, because I am just an artist.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You coming off a bit to strong there. I think the feedback so far has been super supportive. Of course given the awesome procedural generation we saw in the first DI video, many will be compelled to express their hope for something closer to that in the final version. I'm actually quite proud with the way people are handling how different the prototype looks. I think we are all just very excited to be able play this DI prototype and eager to give feedback. That's a good thing.

    Question: Is there a link between DI and the Powergrid in 163? It's seems like they are independent of each other in this patch, as in the VIDEO I see a fully infested room which still has power.

    Great job!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Well the main idea of DI was always to powerdown rooms and break down doors. I guess this is still on the agenda somehow somewhere after 5PM :P
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Does DI break powernodes in this build?
  • ShiloriusShilorius Join Date: 2011-01-14 Member: 77445Members, Reinforced - Shadow
    edited February 2011
    <!--quoteo(post=1832885:date=Feb 17 2011, 08:30 AM:name=Josh86)--><div class='quotetop'>QUOTE (Josh86 @ Feb 17 2011, 08:30 AM) <a href="index.php?act=findpost&pid=1832885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b><u>Dynamic Infestation</u></b>
    Good to see it implemented sooner than later. Should make the game dynamic, indeed. I have a suggestion, though. Maybe instead of clicking map areas to implement DI, Drifters could explode into a gooey spore-like mess to create a patch of the stuff.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Okay, nobody of us has seen DI yet, but jugeing from the video where you just sort of place the infestation looks wrong to me. The idea of exploding drifters to spreat infestation is awesome!

    In fact, a drifter costs 30 energy.. a infestationpatch according to charlie (on 1st page) will kost 30 energy too..
    So there would be no difference in energycost and it would add to the admosphere again.


    Edit: should be easy to design.. just use a drifter death animation put some smoke/spores around that (like in the video when the gorge places Infestation) and let a growing DI-patch appear.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    I don't like the drifter idea...DI is supposed to come out of the hive, and spread out naturally. Creating drifters, sending them to some point and then exploding them is too involved and not elegant like the current DI spreading action. If drifters create DI it'll feel too much like a regular structure rather than a unique aspect of the game :/
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    I like the new features. Great work.

    The one concern I have is requiring DI for innate alien regeneration. Skulks and lerks need to hide in vents, and it seems difficult, if not impossible to get DI in those areas. And the lerk might be in the rafters of the ceiling, and certainly will not see any DI there. I'd say remove that requirement, or at least let regeneration occur at say 60% of the rate without DI. With the requirement, lerks and skulks will become more defense oriented units, which I don't think is the right direction.
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