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Thread Statistics | Show CCP posts - 18 post(s) |
Lady MDK
Kameira Lodge Amarr Empire
82
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Posted - 2014.05.17 18:35:00 -
[1] - Quote
During the presentation of fanfest the phrase 'you will scan for battles....' was used.
I just want to ask a) the community and b) ccp what is meant by this...?
Obviously the demo at this stage was mostly a scripted piece and much like a prettier version of what is in DUST right now....
However would it be more engaging and immersive (sandbox-like even). If when you get to this stage the regions show up on the map of new eden showing up the number of battles going on in each region (they could glow like systems do in the eve map right now when you select any number of criteria like number of kills in 1 hour).
You could set a filter to select which type of game your want (factional warefare, PC, public skirmish/dom etc, In my mind here ambush will essentially happen when you are salvaging i.e. you get ambushed).
So as a player you start off scanning regions for signs of battle and select the region then you are shown the systems within the region that have battles and can zoom down to 1 single planet and see the data about who is fighting and decide wether to join or not.
This would obviously take longer to get into a game but you would get a feeling of searching for a fight and choosing your fight rather than just being dumped into some random pub battle.
So the questions are:
A) Community/cpp - is this a good idea or a bad idea ? B) CCP - is this the sort of thing you had in mind? or just some automated stuff like in dust... cus in my mind a) thats not interesting and b) not immersive enough.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Gaelon Thrace
Villore Sec Ops Gallente Federation
465
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Posted - 2014.05.17 18:49:00 -
[2] - Quote
Did you watch the More Sand in the Box presentation? There basically splitting it into sandbox and organized play. Scanning will be part of the sandbox gameplay, but there will still be contracts so you can just jump into a battle. The sandbox areas will have pve and salvage. High sec areas will be pve only while low and null sec will have pvevp. Contracts will have a matchmaking system based on the overall meta level of your fitting and is likely where you will find game modes like ambush and skirmish.
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Regis Blackbird
DUST University Ivy League
220
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Posted - 2014.05.17 19:05:00 -
[3] - Quote
I don't think you search for battles like we have in Dust right now (ambush, skirmish etc)., but rather for loot (somehow). The lobby style battles we have now will still exist in Legion, but they will not work as today, and probably you don't even use the star map for those (they haven't stated anything at all about FW or PC yet, if it even exist).
The star map search is for the wild PVE / PVP / Sandbox I think.
I would prefer the following setup: - Starmap: Select any (temperate) planet in high or low sec, and just go there for fun (unknown what you will find, if anything) - Starmap: Scan for activities (rouge drones, distress signals etc), and get some loot in high and low sec. - Starmap: Scan for already deployed teams in low sec for some proper ambush / interception fun. - Menu (location shown on Starmap): Missions available from Agents (loot is secondary) - Menu (location shown on Starmap): Scheduled games X vs X (like we have today in Dust)
I would also like high sec to be "safe" from interception from other players, and low sec to be "free for all" sandbox. (The different security statuses should be clearly labeled on the Starmap) |
Lady MDK
Kameira Lodge Amarr Empire
82
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Posted - 2014.05.17 19:54:00 -
[4] - Quote
Gaelon Thrace wrote:Did you watch the More Sand in the Box presentation? There basically splitting it into sandbox and organized play. Scanning will be part of the sandbox gameplay, but there will still be contracts so you can just jump into a battle. The sandbox areas will have pve and salvage. High sec areas will be pve only while low and null sec will have pvevp. Contracts will have a matchmaking system based on the overall meta level of your fitting and is likely where you will find game modes like ambush and skirmish.
Thanks I hadn't seen that particular vid... some cool ideas.... but as i understood what they were saying this is mostly when you get to the planet where you are going...
I was thinking more about how you choose where you are going, be it for salvage, battle or just to chill on a planet with some bros (and/or ladybros) to try out weapons and tactics - pick some random highsec planet from the map and jump to it....
Regis Blackbird wrote: I would prefer the following setup: - Starmap: Select any (temperate) planet in high or low sec, and just go there for fun (unknown what you will find, if anything) - Starmap: Scan for activities (rouge drones, distress signals etc), and get some loot in high and low sec. - Starmap: Scan for already deployed teams in low sec for some proper ambush / interception fun. - Menu (location shown on Starmap): Missions available from Agents (loot is secondary) - Menu (location shown on Starmap): Scheduled games X vs X (like we have today in Dust)
I would also like high sec to be "safe" from interception from other players, and low sec to be "free for all" sandbox. (The different security statuses should be clearly labeled on the Starmap)
Like these ideas.. although im not sure about the 'safe' from interception bit.... maybe i can shoot someone in highsec if i feel like and get myself OB'd by concord (the people in eve who dish out CCP 'justice' )
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Regis Blackbird
DUST University Ivy League
221
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Posted - 2014.05.18 05:21:00 -
[5] - Quote
Lady MDK wrote: Like these ideas.. although im not sure about the 'safe' from interception bit.... maybe i can shoot someone in highsec if i feel like and get myself OB'd by concord (the people in eve who dish out CCP 'justice' )
Trust me, I would love Concord to interfere as well However, how would that actually work?
In EVE, Condord would only target the aggressor. "OBs" (as an example) are out of the question since this will target everybody in the vicinity. In EVE, you always have the option to disengage and flee after Concord targets you. With TTK very low (compared to EVE at least), you will die.
If you have any ideas I would be very interested to hear them (been thinking about this question for awhile now):
- How to differentiate the "safety" aspect in High Sec and Low Sec, that would work in a FPS? (I leave Null Sec for now)
My thoughts: - In High Sec, Concord gives you the sole scavenging right which "locks" the district (for a time period). If your are not done by the time is up, other people can intercept you. - In Low Sec, there is no "lock timer", and people could jump you immediately. |
Lady MDK
Kameira Lodge Amarr Empire
84
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Posted - 2014.05.18 08:12:00 -
[6] - Quote
Orbittals wouldn't be the best way thinking about it lol.
Maybe in the lore there could be something to help.. like concord continually scan for activity and deploy uplinks near sites of possible activity. If you kill someone unjustly in highsec they send in snipers to take you and your gang out, if you have vehicles they send in a counter. Like sleepers responding to escalation.
There would be a slight delay in them arriving of course in which you would be flagged as an aggressor and other players could kill you without reprisal.
The lower the system sec level the slower and weaker the responce due to lack of finding/concord agents in lowsec.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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CCP MC Peanut
C C P C C P Alliance
243
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Posted - 2014.05.19 08:40:00 -
[7] - Quote
I noticed this post and since it is a little relevant to what I am currently engaged in at work, I just had to jump in. We are in the early stages of prototyping a new Starmap (woot). Like the HUD change, this Starmap is pretty much all in 3D. Primarily the devs in this 'early stage' are myself (technical artist) and, a new Engineer dev, CCP BaoZi, whom I'd like to welcome and introduce to the forums. CCP BaoZi has done the majority of initial work, and will be posting soon to give even more cool information than I can provide.
If you followed the HUD thread where I explained some of the technology behind the 3D HUD, we are taking a similar approach with the Starmap. If you don't mind, I can break down the current organization. Please note that this is just the prototype and nothing is set in stone yet:
Universe View The universe view has 1 mesh for each region/jump lines. We took the coordinates of the stars and jump lines and ran them through a python script in Maya that built the mesh. Breaking them up into mesh groups gives us much better performance than if they were all unique actors. Each region will have a few states that will be exposed to Kismet: default, unfocused, selected, and highlighted. It is likely we will add a few more as the needs arise. At the moment, when you select a region (by mouse click) the selected state will be entered (for the clicked one) and the rest will change to unfocused, where we can change their material setting to be less visible.
Region View When you focus (mouse click) on a region a 'higher resolution' star mesh (I mean a higher resolution sphere) is loaded at the appropriate coordinate. The stars have the same states that the regions have. These states are nice because when they change we can intercept the event in kismet and adjust the material (for a highlight--also done on regions). Also when the star enters the 'default' state we pass through the star's id, which we can use to determine the color.
Solar System View Once you focus on a star you go into the solar system view. Likely we will switch to a higher resolution star material (but currently just keeping things simple). Also planets are currently loading at this view, but for now, they all use the same material (it seems like the planet rendering technology already exists within the company, so our goal is to eventually utilize that).
Planet View When you select a planet, you go into planet view. The planet will change states, but currently nothing special is happening.
The cool thing is that the transition between the above views is completely seamless--no load screens. This is all in the same level. It is important to us that the navigation is fast and easy (congrats go to CCP BaoZi, not me). The goal is to keep it seamless, and right now it is, but we haven't added all the high resolution graphics content; it is something we are aiming to preserve, but we may reach a point where there is some compromise between visuals and seamless loading.
Mostly what I've been doing is prototyping visual effects (like when you scan for battles), setting up the initial content files and materials, and tuning visuals to a bare minimum use level. Another thing I'm pretty happy with is I set up a 'culling' section in the material that will set transparency on pixels between the camera and a given point in space (this point is set on the camera pivot point changed event). Doing this really reduces clutter in the foreground when you are flying around the universe. This is a perfect example of how leveraging code events (camera pivot changed) gives us flexibility to do cool things on the content side.
Going forward, obviously there is still a lot more to do--UI panels, (3d) icons, battle information, etc. Our hope is that we can continue to update our progress here on the forums. Feel free to ask questions (but there are likely a few things we can't answer) as well as provide any ideas or feedback.
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Regis Blackbird
DUST University Ivy League
230
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Posted - 2014.05.19 09:18:00 -
[8] - Quote
CCP MC Peanut wrote: Impressive stuff
Wow Thanks for the feedback!
Question time! - Will we always scan for everything, or will there be some things we select in a menu (like a list of scheduled matches)? If it is, it would be cool if the location is still visible on the Starmap.
- I also would like to know if we can completely ignore the scan results, and just pick a planet and deploy?
- Are there any plans to separate content based on security status, and how will the security status be displayed on the star map?
(I probably have thousands more question, but these will have to do for now ) |
steadyhand amarr
shadows of 514
3071
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Posted - 2014.05.19 10:00:00 -
[9] - Quote
Dam MC, you,ve given us more feedback in two week of a prototype than two years of Dust514. This is really awsome stuff,
Just an idea but for fluff nerds like my self when it hits planet level is it possable to have generic information on the planet. Like total pop, number of battles, history etc.
It would besomthing nice to read while waiting for a group to get together
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Lady MDK
Kameira Lodge Amarr Empire
84
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Posted - 2014.05.19 11:02:00 -
[10] - Quote
Wow a bluetag in my thread cool.
Thanks for the details Mc, it would be quite cool if details of Legion activities were shown on the map in eve as well.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Arkena Wyrnspire
Fatal Absolution
13509
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Posted - 2014.05.19 11:12:00 -
[11] - Quote
steadyhand amarr wrote: Just an idea but for fluff nerds like my self when it hits planet level is it possable to have generic information on the planet. Like total pop, number of battles, history etc.
I'd love to see this too, actually. I don't think it'd be difficult to do because I'm pretty sure this fluff already exists in a CCP database somewhere (I can't remember exactly where I saw it but I saw some really specific information on a whole bunch of planets, stuff like gravitational field strength, population, etc). I'm not a programmer though, so I have no idea how difficult that would actually be.
You have long since made your choice. What you make now is a mistake.
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steadyhand amarr
shadows of 514
3075
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Posted - 2014.05.19 11:17:00 -
[12] - Quote
I just have nice mental pic of be browsing planets while waiting for godin to get the squad together before heading out, spotting a planet has heat issue and quickly ordering everyone to equipe heat resitance modules to prevent shield nerffs on depolyment
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Evolution-7
The Rainbow Effect
543
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Posted - 2014.05.19 14:57:00 -
[13] - Quote
You mean you just copied and pasted the very old closed beta starmap from dust and put in legion? Nothing intriguing.
Legion on PS4
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart"
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steadyhand amarr
shadows of 514
3080
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Posted - 2014.05.19 15:12:00 -
[14] - Quote
Evolution-7 wrote:You mean you just copied and pasted the very old closed beta starmap from dust and put in legion? Nothing intriguing.
To stuiped to understand post apprenty, if your not going to add anything of value stay in the Dust514 GD please we are trying to stay productive here
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
495
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Posted - 2014.05.19 15:13:00 -
[15] - Quote
Is this going to be like the "Event" locations on Need for speed World, where i go to a certain place and from there stuff happens and it-¦s an instanced thing that doesn-¦t get spoiled by other players? |
Kigurosaka Laaksonen
DUST University Ivy League
1008
|
Posted - 2014.05.19 15:18:00 -
[16] - Quote
It seems like this absolutely excludes any chance of travel. Is this just a variation on the lobby shooter?
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Maken Tosch
DUST University Ivy League
8656
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Posted - 2014.05.19 15:40:00 -
[17] - Quote
Evolution-7 wrote:You mean you just copied and pasted the very old closed beta starmap from dust and put in legion? Nothing intriguing.
Please read his post again. You missed an important detail.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Lady MDK
Kameira Lodge Amarr Empire
84
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Posted - 2014.05.19 15:55:00 -
[18] - Quote
Kigurosaka Laaksonen wrote:It seems like this absolutely excludes any chance of travel. Is this just a variation on the lobby shooter?
As I understand the concept, the sandbox element is what you do when you get to the planet I.e. anything you like. If you want to travel play eve. It would be nice to have ships to travel to the planets that to some degree show up in eve but I'm guessing it's a no go.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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steadyhand amarr
shadows of 514
3080
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Posted - 2014.05.19 16:07:00 -
[19] - Quote
No shooter fan wants to spend 30 minutes to an hour going from system to system. In EvE you stay to local area long hauls are rare in dust you will be flying around all over the place
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Lady MDK
Kameira Lodge Amarr Empire
84
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Posted - 2014.05.19 17:04:00 -
[20] - Quote
steadyhand amarr wrote:No shooter fan wants to spend 30 minutes to an hour going from system to system. In EvE you stay to local area long hauls are rare in dust you will be flying around all over the place
Agreed.
As I see it from what Mc was saying there is the potential to be able to look at New Eden and see the cluster and its regions and systems with how many sites in each and work your way down to planet level to see what district the sites are in. I would then have it that you clone jump to the command node of that district and pick up a vehicle suitable to get you through whatever you are about to face (be it hordes or drones or stealing some plans and getting away as fast as possible if it was a mission) or scanning for minerals needed to make weapons in an appropriately fitted Dropship (here is a chance to introduce new vehicles however ccp). Maybe you have just jumped to a Lowsec/Nullsec planet simply because the map says there are people on the surface already and you want to snipe them for lolz.
And I think if you can stay on the planet (much like you stay in a station when you dockup for the night or log off in a system in eve) so that you are still there the next time you log in this will go some distance to break the lobby shooter affect certainly for me especially if combat shows up in a similar way in the map).
Of course that's all what I see the potential for based on what was said... he didn't actually say any that.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Maximus Stryker
Who Are Those Guys
980
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Posted - 2014.05.19 18:50:00 -
[21] - Quote
FYI MC Peanut, it would be absolutely great to know what we are deploying into. Currently we are told information about the location of the planet/district but not the actually gameplay elements. It would be really, really nice to know which infrastructures we were dropping into before hand. Me ou would think this information would be readily available to Merc groups, corporations and alliances...yet we currently go in blind all the time and have to say things like, "ok guys, if it is _____, we I'll do this strategy but if it is _____ will will do this different strategy." Needless to say it is annoying
This Would Be Great In Legion
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Monkey MAC
Rough Riders..
2867
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Posted - 2014.05.19 21:04:00 -
[22] - Quote
Damn, you use python code? Awsome, can I come and work with you guys for the summer? As for the starmap, I like the iteration shown in the keynote, however a few view modes would be useful.
Just topical information like Salvage Hotspot PC Control/Battle Hotspots Factional Territory Changes
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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steadyhand amarr
shadows of 514
3080
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Posted - 2014.05.19 22:40:00 -
[23] - Quote
an animation on factional territory changes from when we last logged in would be very cool, oh and for the love of god let us choose where the fights our so we can link up with EvE dudes
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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ANON Cerberus
Tiny Toons
726
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Posted - 2014.05.19 23:56:00 -
[24] - Quote
Arkena Wyrnspire wrote:steadyhand amarr wrote: Just an idea but for fluff nerds like my self when it hits planet level is it possable to have generic information on the planet. Like total pop, number of battles, history etc.
I'd love to see this too, actually. I don't think it'd be difficult to do because I'm pretty sure this fluff already exists in a CCP database somewhere (I can't remember exactly where I saw it but I saw some really specific information on a whole bunch of planets, stuff like gravitational field strength, population, etc). I'm not a programmer though, so I have no idea how difficult that would actually be.
I believe they would be able to pull this data from EVE somehow as both are on the PC and share the same servers right?
As a small side note - I remember CCP in the past saying even planet locations / orbit period data was in there somewhere, they just never implemented orbiting planets for game play reasons. (Location Bookmarks being a prime example given) |
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CCP MC Peanut
C C P C C P Alliance
262
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Posted - 2014.05.20 00:56:00 -
[25] - Quote
Lady MDK wrote:steadyhand amarr wrote:No shooter fan wants to spend 30 minutes to an hour going from system to system. In EvE you stay to local area long hauls are rare in dust you will be flying around all over the place Agreed. As I see it from what Mc was saying there is the potential to be able to look at New Eden and see the cluster and its regions and systems with how many sites in each and work your way down to planet level to see what district the sites are in. I would then have it that you clone jump to the Command Node of that district* and pick up a vehicle suitable to get you through whatever you are about to face (be it hordes or drones or stealing some plans and getting away as fast as possible if it was a mission) or scanning for minerals needed to make weapons in an appropriately fitted Dropship (here is a chance to introduce new vehicles however ccp). Maybe you have just jumped to a Lowsec/Nullsec planet simply because the map says there are people on the surface already and you want to snipe them for lolz. And I think if you can stay on the planet (much like you stay in a station when you dockup for the night or log off in a system in eve) so that you are still there the next time you log in this will go some distance to break the lobby shooter affect certainly for me especially if combat shows up in a similar way in the map). Of course that's all what I see the potential for based on what was said... he didn't actually say any that. *I say the District Command Node as i dont know if there is much more room for objects orbitting planets... unless its contested space... i mean in eve there are already POCO's and satelites I'm not sure an NPC warbarge as well might be too much clutter.
A+ Reading Comprehension. There is definitely the potential to do what you are guessing. Right now we are only focused on re-creating the universe and putting in the capacity to display a variety of information. Exactly what information we display at what level is not entirely known, so we are keeping it loose, or flexible. Also it is unknown to me if there will be a travel mechanic. This is not something we need to know to present the universe. If there is a travel mechanic, or something that prevented access to the starmap, we could still support it--likely we would add another state to our nodes, something like "locked" or "inaccessible". This would allow us to render it differently so it is apparent to the user that you can't go there. But I believe the importance to take away is this map should be easy and quick for the user to navigate through. |
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steadyhand amarr
shadows of 514
3083
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Posted - 2014.05.20 07:17:00 -
[26] - Quote
Clicky and slidy is always good so u can translate it to a ipad app :-P just a future thought
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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CCP MC Peanut
C C P C C P Alliance
274
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Posted - 2014.05.20 15:33:00 -
[27] - Quote
This week I am looking at transition effects in and out of the starmap, as well as a scan effect. The transition should fade between the current Station Level (you saw a 'possible but not final' representation at fanfest) and the starmap (the levels are loaded together so there is no actual 'loading' going on--just want some visual immersion). There are definitely a few ways to do this: standard cross-fade, pixel 'redrawing', holographic projection, ???. If you have ideas, or cool reference videos--that would be cool--please post (especially if you find informative Unreal Engine tutorials). The scan effect is already kinda cool (but there is room for more prototypes): Currently I've got a glowing (different colored) line panning across the 3D scene (driven by a 3D coordinate that would animate) that 'displaces' (and changes color) the geometry it passes over. The displacement may be overkill, but it was an opportunity to try new DX11 Geometry Tessellation features. |
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Monkey MAC
Rough Riders..
2869
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Posted - 2014.05.20 16:51:00 -
[28] - Quote
CCP MC Peanut wrote:This week I am looking at transition effects in and out of the starmap, as well as a scan effect. The transition should fade between the current Station Level (you saw a 'possible but not final' representation at fanfest) and the starmap (the levels are loaded together so there is no actual 'loading' going on--just want some visual immersion). There are definitely a few ways to do this: standard cross-fade, pixel 'redrawing', holographic projection, ???. If you have ideas, or cool reference videos--that would be cool--please post (especially if you find informative Unreal Engine tutorials). The scan effect is already kinda cool (but there is room for more prototypes): Currently I've got a glowing (different colored) line panning across the 3D scene (driven by a 3D coordinate that would animate) that 'displaces' (and changes color) the geometry it passes over. The displacement may be overkill, but it was an opportunity to try new DX11 Geometry Tessellation features.
I can't promise to implement the ideas or reference, but I will at least give it a critical thought. If there are any cool ideas and time permits, I will make an effort to try and prototype--but it will be up to the art director as for what we ultimately use.
The scan effect sounds rather cool, however make each system fluoresce for a short time after the displacement. As for the transition, I think you should look at the Racial HUD topic in the DUST feedback forums, the guy has a lot of images, included in his ideas is a HUD boot-up screen.
Something like this would be cool, you have few turn off commands appear on screen then a reboot, with a change of planet on the background, instantaneous clone jump.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Lady MDK
Kameira Lodge Amarr Empire
87
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Posted - 2014.05.20 17:28:00 -
[29] - Quote
Monkey MAC wrote:CCP MC Peanut wrote:This week I am looking at transition effects in and out of the starmap, as well as a scan effect. The transition should fade between the current Station Level (you saw a 'possible but not final' representation at fanfest) and the starmap (the levels are loaded together so there is no actual 'loading' going on--just want some visual immersion). There are definitely a few ways to do this: standard cross-fade, pixel 'redrawing', holographic projection, ???. If you have ideas, or cool reference videos--that would be cool--please post (especially if you find informative Unreal Engine tutorials). The scan effect is already kinda cool (but there is room for more prototypes): Currently I've got a glowing (different colored) line panning across the 3D scene (driven by a 3D coordinate that would animate) that 'displaces' (and changes color) the geometry it passes over. The displacement may be overkill, but it was an opportunity to try new DX11 Geometry Tessellation features.
I can't promise to implement the ideas or reference, but I will at least give it a critical thought. If there are any cool ideas and time permits, I will make an effort to try and prototype--but it will be up to the art director as for what we ultimately use. The scan effect sounds rather cool, however make each system fluoresce for a short time after the displacement.
This sounds good - the florescence could stay and be a different colour depending on the type of sites that is in that district/system/region.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Beren Hurin
Onslaught Inc RISE of LEGION
2367
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Posted - 2014.05.20 19:16:00 -
[30] - Quote
Well, what's the immersion goal?
Are you just switching between menu screens? Or are you trying to give the sense that you are in your body one minute, and then blasting through space the next? Is your consciousness temporarily digitally rendering a menu at one point? Or are you only ever conscious in a body? What is the reason for the swap between 3rd and 1st person? Dust or Eve don't currently answer a lot of these questions currently, but they may inform design.
I think the Assassin's creed loading screen captures the sense of a 'trapped consciousness' well. I don't know if that's something that you'd be going for.
I think something like...
...a loading screen that was an empty plain of dust particles, floating amidst a mostly black universe of rotating stars (with a local nebula from Eve), but then through slightly aggressive joystiq moving and button mashing you could 'will' it to take a gelatinous bodily form and start taking steps forward. It would be ghostly and mostly formless. It would first be just a mound that moves around. You could give it commands that kind of resemble things your clone would do. "Jump" would make it materialize a little higher. "Fire" might pulse a little bit of color into the grey lump of particle goop. "Sprint" would let it begin to form what could resemble moving legs. "Firing too fast" might send the whole fragile heap crashing back to the ground.
Perhaps as you level up this 'limbo' state could also grow in integrity, where the form could become more and more distinguishible, eventually resembling the 'clone you wish to be' or something...
But this "Particle World" could tie your two screens together. Depending on the 'mood' you want to set, you could transition our of your mercenary quarters into a scanning mode with a mellow and serene mood. But a 'post-battle' transition, especially after a loss, could transfer you through the 'limbo' with much more stress and drama.
With the regional nebula as a backdrop to the 'limbo' this could be the 'contextualizing key' that links one region-system-station to the next. As you scan through systems through an overview map, your clone/dust/soup swirls as if it is its own galaxy with its own clouds and clusters. As you highlight one region to the next, full resolution backdrops of region nebulae change. The dust/soup also changes hues to give a sense of the relative danger of the space. It quickly dances excitedly and angrily, like an overflowing pot when scrolling through nullsec systems, it swirls like river rapids while in lowsec, and takes on a much more peaceful flow while in highsec. |
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Lady MDK
Kameira Lodge Amarr Empire
87
|
Posted - 2014.05.20 20:43:00 -
[31] - Quote
I like the idea of some sort of transition almost alternate reality state similar to the one from Creed that you posted....
Maybe its possible to utilise the starmap model again so that you have a back ground of moving at some speed across the universe from your current location towards where you chose to go showing the nebulas and suns as you go.. this however fades in and out (never completely) accompanied by some flashing like a representation of neurons firing and random brain activity... maybe some random views of new eden showing gate jumps (ill try and find something to show what i mean here it was part of an exibition that CCP did last year i think) as you near you destination the travel comes back into focus and you see the system and planet you are heading for come zooming towards you.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Monkey MAC
Rough Riders..
2871
|
Posted - 2014.05.20 23:23:00 -
[32] - Quote
Lady MDK wrote:I like the idea of some sort of transition almost alternate reality state similar to the one from Creed that you posted.... Maybe its possible to utilize the star map model again so that you have a back ground of moving at some speed across the universe from your current location towards where you chose to go showing the nebulas and suns as you go.. this however fades in and out (never completely) accompanied by some flashing like a representation of neurons firing and random brain activity (like dreams)... maybe some random views of new eden showing gate jumps as graphics.. Lines stretching across the map (goto 28:40 on this video http://www.youtube.com/watch?v=VXYu5oUc0p4 to see what i mean) to imply dreams but connected to the universe you live in as you near you destination the travel comes back into focus and you see the system and planet you are heading for come zooming towards you. What they had at fanfest this year was a little like warping through the stars as you traveled but in my mind it didn't really have that atmospheric that the assassins creed thing does... if i'm being downloaded its gotta be sort of disturbing but beautiful maybe? The more powerfull the mind (i.e the more skillpoints you have) The faster and more powerfull the 'dreams' as you travel. I did not smoke anything before posting... Honest.
I don't personally think you should have any formof movement at all, firstly its clich+¬d and rather tacky, secondly during a clone jump you are technically dead a y perception you experience would unlikely be visual.
Instead consider, something altogether more . . . . . . . simplistic, hauntingly so. After you have locked into your new destination, your HUD flickers some commamds and the world around you begins to slowly dim, as it does so, simple flashbacks flicker across your vision for mere milliseconds, visions of previous deaths (not necessarily ones that happened), a soilder firing a gun at your face, a tank turret pointed directly at you, seeing an exploding dropship hurling towards, you for the last one, in the background have rising score that cuts suddenly, then everything fades to black.
After couple of seconds some commamds flicker back across your screen and the HUD fires up and your vision returns, as if nothing ever happened.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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CCP MC Peanut
C C P C C P Alliance
295
|
Posted - 2014.05.21 13:55:00 -
[33] - Quote
Monkey MAC wrote:Damn, you use python code? Awsome, can I come and work with you guys for the summer? As for the starmap, I like the iteration shown in the keynote, however a few view modes would be useful.
I've been a big fan of python ever since they embedded an interpreter inside of Maya. Because of this, I actually tend to favor developing tools inside of Maya rather than Unreal. I find the velocity of developing python inside of Maya to be super fast, and the stability is very high. Do you happen to be in Shanghai? |
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CCP MC Peanut
C C P C C P Alliance
295
|
Posted - 2014.05.21 14:16:00 -
[34] - Quote
While I seem to be giving daily updates, I can't promise I will be able to keep with it, but so far, the responses.. the feedback--it is just exciting. Today CCP BaoZi told me he read someone post (I checked but couldn't find--maybe it was another thread) something about being able to still navigate the starmap while scanning, rather than have the controls locked out. The initial setup/plan was to have the camera be controlled by code and move around the Starmap, similar to the loading screen you saw at Fanfest. He thought this request seemed more than reasonable and do-able, so we agreed today to change the course. Instead he is just going to pass a kismet event to me that contains the region being scanned, then I will (in Kismet) grab the [region] position and animate in a material effect at that coordinate. I can probably re-purpose the scan effect I had before, but have it radiate from region centers rather than pan down the y-axis. The scanning is purely cosmetic at this point; it will need to run while information downloads in the background, but we see no reason why you can't continue to interact with the map. All this is subject to change pending the feedback we get from other devs, but I wanted to thank, whomever suggested it.
Also, the feedback on the transition is really cool, but I may have confused some of you. I was only referring to transitioning between the Station and the Starmap (and back) --not into battles. Going to battles requires a loading screen because it is a totally different map file (that must load)--the Station and Starmap are actually always loaded together (and on top of each other). We were just looking at clever ways to fade one out while we fade the other in. Today I actually did a test using a similar technique we use to fade out the suit with the cloak--not bad. It sort of felt like all the pixels detached from the screen, swirled around, then re-settled. This technique uses a 2nd material that is overlayed on top of all current materials. That overlayed material can sort of 'intercept' the current material's channels and make changes to it. In this case, it plays with the alpha and emissive channels.
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Lady MDK
Kameira Lodge Amarr Empire
87
|
Posted - 2014.05.21 15:56:00 -
[35] - Quote
CCP MC Peanut wrote: Also, the feedback on the transition is really cool, but I may have confused some of you. I was only referring to transitioning between the Station and the Starmap (and back) --not into battles. Going to battles requires a loading screen because it is a totally different map file (that must load)--the Station and Starmap are actually always loaded together (and on top of each other). We were just looking at clever ways to fade one out while we fade the other in. Today I actually did a test using a similar technique we use to fade out the suit with the cloak--not bad. It sort of felt like all the pixels detached from the screen, swirled around, then re-settled. This technique uses a 2nd material that is overlayed on top of all current materials. That overlayed material can sort of 'intercept' the current material's channels and make changes to it. In this case, it plays with the alpha and emissive channels.
Yeah sorry we are quite an excitable bunch, we started to talk about everything from transistions in the map to getting to the planets... I bet we'd design the game if you left us long enough lol. Personally I'd zoom towards the region/system and have the previous level fade around it.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Monkey MAC
Rough Riders..
2873
|
Posted - 2014.05.21 16:03:00 -
[36] - Quote
CCP MC Peanut wrote:Monkey MAC wrote:Damn, you use python code? Awsome, can I come and work with you guys for the summer? As for the starmap, I like the iteration shown in the keynote, however a few view modes would be useful.
I've been a big fan of python ever since they embedded an interpreter inside of Maya. Because of this, I actually tend to favor developing tools inside of Maya rather than Unreal. I find the velocity of developing python inside of Maya to be super fast, and the stability is very high. Do you happen to be in Shanghai?
Python is very nice coding language No but I'm sure I could find a way over there for a few months!
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Captain Crutches
Nexus Marines
133
|
Posted - 2014.05.21 23:31:00 -
[37] - Quote
Can I, like, subscribe or something to CCP MC Peanut so I can get a notification every time he posts?
Best dev poster on the forums currently, hands down. o7
Legion is absolutely the right move for the future of Dust. How CCP went about revealing it is the biggest problem.
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CCP MC Peanut
C C P C C P Alliance
338
|
Posted - 2014.05.22 13:00:00 -
[38] - Quote
I'm a little depressed that I can't find any Kombucha to drink here in China, so I'll get my detox in by posting another daily Starmap update:
Today I hooked up the scanning effect using an event that CCP BaoZi has setup to fire in kismet. It was super quick to get working and very easy to make adjustments on. The event fires about every frame (not sure exactly, but it is pretty frequent) and outputs 2 values: a vector and an integer. The vector is the location the scan is happening at. The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I adjusted the material to radiate a wave of distortion and color out from the scan point. The way it works is that the material pays attention to the 3D point--if the distance between the pixel and the point falls within a tolerance it will blend in a different color and blend in a displacement to the vertex. The cool thing is that in the Starmap, almost everything inherits from one base material, so I only need to update one material with kismet, but I can override certain parameters on the child materials so the effect can differ slightly when it runs over a star versus a planet (and so on).
Also I tuned some of the material settings at different view levels to help with readability. Depending on the angle you view the Starmap, the background can be quite busy, so we are playing with adjusting translucency, scale, and brightness based on distance. |
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Lady MDK
Kameira Lodge Amarr Empire
92
|
Posted - 2014.05.22 15:14:00 -
[39] - Quote
Any chance of a sneak peek at this ?
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
500
|
Posted - 2014.05.22 15:19:00 -
[40] - Quote
I have no idea what you guys are talking about, but it seems interesting and i approve this wizardry.
Keep up the good work on the magic and most of all, on the communication =) |
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steadyhand amarr
shadows of 514
3118
|
Posted - 2014.05.22 15:41:00 -
[41] - Quote
CCP MC Peanut wrote:I'm a little depressed that I can't find any Kombucha to drink here in China, so I'll get my detox in by posting another daily Starmap update:
Today I hooked up the scanning effect using an event that CCP BaoZi has setup to fire in kismet. It was super quick to get working and very easy to make adjustments on. The event fires about every frame (not sure exactly, but it is pretty frequent) and outputs 2 values: a vector and an integer. The vector is the location the scan is happening at. The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I adjusted the material to radiate a wave of distortion and color out from the scan point. The way it works is that the material pays attention to the 3D point--if the distance between the pixel and the point falls within a tolerance it will blend in a different color and blend in a displacement to the vertex. The cool thing is that in the Starmap, almost everything inherits from one base material, so I only need to update one material with kismet, but I can override certain parameters on the child materials so the effect can differ slightly when it runs over a star versus a planet (and so on).
Also I tuned some of the material settings at different view levels to help with readability. Depending on the angle you view the Starmap, the background can be quite busy, so we are playing with adjusting translucency, scale, and brightness based on distance.
What night school course do i need to take to make this kind of thing my job :-P
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Regis Blackbird
DUST University Ivy League
248
|
Posted - 2014.05.22 18:24:00 -
[42] - Quote
CCP MC Peanut wrote:I'm a little depressed that I can't find any Kombucha to drink here in China, so I'll get my detox in by posting another daily Starmap update:
Today I hooked up the scanning effect using an event that CCP BaoZi has setup to fire in kismet. It was super quick to get working and very easy to make adjustments on. The event fires about every frame (not sure exactly, but it is pretty frequent) and outputs 2 values: a vector and an integer. The vector is the location the scan is happening at. The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I adjusted the material to radiate a wave of distortion and color out from the scan point. The way it works is that the material pays attention to the 3D point--if the distance between the pixel and the point falls within a tolerance it will blend in a different color and blend in a displacement to the vertex. The cool thing is that in the Starmap, almost everything inherits from one base material, so I only need to update one material with kismet, but I can override certain parameters on the child materials so the effect can differ slightly when it runs over a star versus a planet (and so on).
Also I tuned some of the material settings at different view levels to help with readability. Depending on the angle you view the Starmap, the background can be quite busy, so we are playing with adjusting translucency, scale, and brightness based on distance.
Video or it didn't happen |
Captain Crutches
Nexus Marines
133
|
Posted - 2014.05.22 23:41:00 -
[43] - Quote
CCP MC Peanut wrote:The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I hate to sound nit-picky, but that sounds like a range in between 0 and 1, so wouldn't that make it not an integer?
Unless it's just one that flips between the two like a boolean...
Legion is absolutely the right move for the future of Dust. How CCP went about revealing it is the biggest problem.
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CCP MC Peanut
C C P C C P Alliance
356
|
Posted - 2014.05.23 00:35:00 -
[44] - Quote
Captain Crutches wrote:CCP MC Peanut wrote:The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I hate to sound nit-picky, but that sounds like a range in between 0 and 1, so wouldn't that make it not an integer? Unless it's just one that flips between the two like a boolean...
Yea you are right--that isn't an int; it is a float. I don't know why I wrote int. I'm just a part time programmer. |
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lateriss
ObscuriLateris
7
|
Posted - 2014.05.23 01:26:00 -
[45] - Quote
For me, one of the reasons why the question is asked for travel is because the players want a sense of immersion. Travel can actually create a sense of purpose in a sci fi. But in the Eve Online Universe we travel from clone to clone if you have a [u]jump clone or a ship. In our spectrum it seems it would be better to be able to ship clones per transportation to expand your presence in New Eden. Much like you have to do in Eve Online. Why not have elements of missions to take over battle cruisers. Or to enter into trade agreements with NPC pilots. IN any capacity a system that explains and adds a jump clone in Eve Legion would be beautiful!!!! |
danie braz
Krusual Covert Operators Minmatar Republic
35
|
Posted - 2014.05.23 01:28:00 -
[46] - Quote
CCP MC Peanut wrote:I'm a little depressed that I can't find any Kombucha to drink here in China, so I'll get my detox in by posting another daily Starmap update:
Make your own.
Fluoride uranium carbon potassium bismuth technetium helium sulfur germanium thulium Molybdenum neon yttrium
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CCP MC Peanut
C C P C C P Alliance
357
|
Posted - 2014.05.23 01:39:00 -
[47] - Quote
steadyhand amarr wrote:CCP MC Peanut wrote:I'm a little depressed that I can't find any Kombucha to drink here in China, so I'll get my detox in by posting another daily Starmap update:
Today I hooked up the scanning effect using an event that CCP BaoZi has setup to fire in kismet. It was super quick to get working and very easy to make adjustments on. The event fires about every frame (not sure exactly, but it is pretty frequent) and outputs 2 values: a vector and an integer. The vector is the location the scan is happening at. The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I adjusted the material to radiate a wave of distortion and color out from the scan point. The way it works is that the material pays attention to the 3D point--if the distance between the pixel and the point falls within a tolerance it will blend in a different color and blend in a displacement to the vertex. The cool thing is that in the Starmap, almost everything inherits from one base material, so I only need to update one material with kismet, but I can override certain parameters on the child materials so the effect can differ slightly when it runs over a star versus a planet (and so on).
Also I tuned some of the material settings at different view levels to help with readability. Depending on the angle you view the Starmap, the background can be quite busy, so we are playing with adjusting translucency, scale, and brightness based on distance. What night school course do i need to take to make this kind of thing my job :-P
Actually Unreal Engine is very accessible and there is tons of information/tutorials/videos out there. I regularly benefit from this information. Polycount.com and the Unreal Forums feel the best. Also it is cool [that it is so accessible] because you don't run into a Catch-22 with needing experience to get a job but can't get a job without experience. Mutually beneficial for all.
Also, it feels like quite a few people, based on their postings, have done the above, which is super cool |
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CCP BaoZi
C C P C C P Alliance
1
|
Posted - 2014.05.23 02:26:00 -
[48] - Quote
Glad to see that the Starmap interests some of you. As CCP MC Peanut said, we are working on a brand new Starmap. Some of the code of the previous 3D Starmap(s) is still there, and I look at it time to time, but I preferred to re-start it from scratch. In Dust 514, the focus was put on the functional aspect, as explained in the Dev Blogs here. And I bet it was quite challenging to make it right with PS3 controllers. So I want to salute again the hard work made by the team that was in charge of that.
For Project Legion, as we are going PC, navigating in 3D with the mouse is way more intuitive and fluid. We also have less technical constraints and can afford way more awesome effects. CCP MC Peanut is experimenting a lot of really cool stuff. ItGÇÖs all very promising. We are actually very early in the development and there is lot of room for improving our current plans.
IGÇÖm reading carefully all of your posts. You already gave me a lot of ideas. As CCP MC Peanut said, we were heading to a battle searching during which we disable the controls. But when steadyhand amarr said: Quote:I just have nice mental pic of be browsing planets while waiting for godin to get the squad together before heading out ... I told myself GÇ£of course we need to let players free to visit EVE Universe while waiting", so exit the disabled controls. Then Lady MDK was saying: Quote:the squad leader can rotate the map and zoom in but everyone sees what he sees ... and I immediately added this idea of sharing views with other players to my ToDo list. So thanks a lot, and keep brainstorming, this inspires and motivates us even more.
Now letGÇÖs try to reply to some of your interrogations (keeping in mind that all of that may change in the future)...
- Yes the idea is to scan the Starmap for available battles
- YouGÇÖll be able to filter the results somehow to find what youGÇÖre looking for (but we are not there yet, so letGÇÖs talk about that a few days/weeks later)
- If you just want to jump into a battle without having to navigate the Starmap, you will also be able to do that
- You wonGÇÖt be able to deploy to the planets that donGÇÖt figure in the results of the scanGǪ first because of technical reasons (we canGÇÖt open an infinity of servers), but it also makes sense from a fictional point of view, because these planets have nothing interesting (no loot, no other players). I understand that you may want to just visit it, but sorry for now, you wonGÇÖt be able to
- Security status and other info will be displayed on the Starmap for sure. We are not sure how yet, and we donGÇÖt know exactly what kind of info we will display (and it will actually be up to you guys ;))
- You will see info about the battles that are relevant to gameplay directly in the Starmap (along with a Deploy button I suppose)
Unfortunately I canGÇÖt reply to the questions that not related to the Starmap (because these are not up to me). But even if now we are working on the Starmap, we hopefully will be given wider areas to jump in later. For example IGÇÖll probably touch all the transitions to and from Battle. So itGÇÖs also very interesting to see what you guys have in mind.
IGÇÖd like to end my first post with a wink to Adam and Steve, who was expressing something really important in this post :
Quote:I feel that being able to view and manipulate the 3-dimensional Star Map did more to connect me to the universe and entice me to play than any other social function of DUST. EVE Universe is amazing, itGÇÖs time for Mercs to really feel part of it. |
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Talos Alomar
Subdreddit Test Alliance Please Ignore
2268
|
Posted - 2014.05.23 03:13:00 -
[49] - Quote
Wow, I'm really loving all this info from you guys before the game's even greenlight.
side note, what is your favorite baozi recipe? It seems like it must be important to you. I've always just used this one.
dent308: humans are filthy crazy things that shit in their own homes
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Lady MDK
Kameira Lodge Amarr Empire
94
|
Posted - 2014.05.23 06:42:00 -
[50] - Quote
Talos Alomar wrote:Wow, I'm really loving all this info from you guys before the game's even greenlight.
Likes for BaoZi and MC Peanut. The insight and feedback you guys are giving is great and much appreciated. The work going on on these aspects of the game sounds great..
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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steadyhand amarr
shadows of 514
3120
|
Posted - 2014.05.23 08:31:00 -
[51] - Quote
Awsome stuff im glad one of my rambles has helpped :-).
This has also given me faith in this team as we can see are feedback being directly used used i hope the designers are also open to this feedback :-) though Z did take the critcal feedback better than i thought he would :-P
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5719
|
Posted - 2014.05.23 11:13:00 -
[52] - Quote
CCP MC Peanut wrote:Captain Crutches wrote:CCP MC Peanut wrote:The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I hate to sound nit-picky, but that sounds like a range in between 0 and 1, so wouldn't that make it not an integer? Unless it's just one that flips between the two like a boolean... Yea you are right--that isn't an int; it is a float. I don't know why I wrote int. I'm just a part time programmer.
Speaking of float. Mind relaying some info to the team and suggest re-working the fitting system to use floats instead of ints? That way our modules don't round up on the CPU/PG costs and allow us to fit more stuff
My post about this back in July, 2013
-and the possible explanation from a programmer friend of mine
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5719
|
Posted - 2014.05.23 11:24:00 -
[53] - Quote
CCP BaoZi wrote:
You wonGÇÖt be able to deploy to the planets that donGÇÖt figure in the results of the scanGǪ first because of technical reasons (we canGÇÖt open an infinity of servers), but it also makes sense from a fictional point of view, because these planets have nothing interesting (no loot, no other players). I understand that you may want to just visit it, but sorry for now, you wonGÇÖt be able to
It's entirely unnecessary and should be a last priority but it's one of those things I think could be interesting, especially in a competitive territory-based gameplay like PC. What is the likeliness of allowing a player to go to the planet but having it be semi or entirely client-based by disallowing other players to join in? All the assets are already there on the HDD, the server is just telling it what assets to load up, right? So, you could technically turn it into a host/join system like you have in other games (Warframe, Borderlands) that don't operate on a dedicated server.
One of the big pet peeves of mine was owning territory in PC and not being able to go down there and figure out the layout if any changes were made to the infrastructure, or I just never went down on the map because the district was given to my corporation. I mean, if I can see a 3D model of the place on the warbarge it certainly helps to know my own territory Which is totally a good alternative because it -does- provide meaningful functionality on a tactical level.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
504
|
Posted - 2014.05.23 12:11:00 -
[54] - Quote
steadyhand amarr wrote:Awsome stuff im glad one of my rambles has helpped :-).
This has also given me faith in this team as we can see are feedback being directly used used i hope the designers are also open to this feedback :-) though Z did take the critcal feedback better than i thought he would :-P
I don-¦t know if we read the same posting from CCP Z, it felt like besides the feedback, he stuck with a "That-¦s just like, you opinion man" and didn-¦t further elaborate his. =p |
Natu Nobilis
DUST BRASIL S.A Caps and Mercs
504
|
Posted - 2014.05.23 12:34:00 -
[55] - Quote
I donpt know if i asj these to you, but here we go.
Ok, there will be "Instances" (Or Anomalies) pre-made by the server, we have to scan for them, and we can do some of our things there.
I can see people Scavenging for stuff (Hope it-¦s for basic tradeable elements that can be assembled later to build equipments like an analogy to a minning operation) , i can see PvE (mission given or scanned), and some PvP battlegrounds for people wanting a quick action (searched or automatched). All that is necessary and good, and i hope we get a lot of PvE elements to keep people entretained while we wait for further expansions
What i can-¦t see exactly it-¦s how, within this system , we would get Sandbox PvP (not pre-made/matchmade matches).
- If i scanned for an anomaly or got a mission from an agent, can people join my instance/anomaly/mission and be hostile towards me? (please yes).
- Will there be some kind of cap limit for the number of friends/foes on these instances/anomalies? (by cap i don-¦t mean a technical one like 2000 people per system like in eve, but the current team numbers in Dust)
I ask those to know if we-¦ll get the chance to be actually "Ambushed" and if the N+1 tactics will be available (not discussing the merit or lack of it). Will we be able to gaher 5 friends and go kick someones castle somewhere?
If the random instances I get the randomly generate instances, but what about a more "permanent" thing like PC. Can the system handle the current PI infrastructures and generate a map for each of them so we can attack/disable/reinforce/annoy their owners? Will there be something that holds our corporation flag taht we have interest in defend?
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steadyhand amarr
shadows of 514
3120
|
Posted - 2014.05.23 13:36:00 -
[56] - Quote
CCP MC Peanut wrote:steadyhand amarr wrote:CCP MC Peanut wrote:I'm a little depressed that I can't find any Kombucha to drink here in China, so I'll get my detox in by posting another daily Starmap update:
Today I hooked up the scanning effect using an event that CCP BaoZi has setup to fire in kismet. It was super quick to get working and very easy to make adjustments on. The event fires about every frame (not sure exactly, but it is pretty frequent) and outputs 2 values: a vector and an integer. The vector is the location the scan is happening at. The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I adjusted the material to radiate a wave of distortion and color out from the scan point. The way it works is that the material pays attention to the 3D point--if the distance between the pixel and the point falls within a tolerance it will blend in a different color and blend in a displacement to the vertex. The cool thing is that in the Starmap, almost everything inherits from one base material, so I only need to update one material with kismet, but I can override certain parameters on the child materials so the effect can differ slightly when it runs over a star versus a planet (and so on).
Also I tuned some of the material settings at different view levels to help with readability. Depending on the angle you view the Starmap, the background can be quite busy, so we are playing with adjusting translucency, scale, and brightness based on distance. What night school course do i need to take to make this kind of thing my job :-P Actually Unreal Engine is very accessible and there is tons of information/tutorials/videos out there. I regularly benefit from this information. Polycount.com and the Unreal Forums feel the best. Also it is cool [that it is so accessible] because you don't run into a Catch-22 with needing experience to get a job but can't get a job without experience. Mutually beneficial for all. Also, it feels like quite a few people, based on their postings, have done the above, which is super cool
Awsome thanks, im in process of building myself a rig with this in mind :-D alas a 4 year old cheep laptop is not quite up to stuff :-P
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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CCP MC Peanut
C C P C C P Alliance
378
|
Posted - 2014.05.23 14:45:00 -
[57] - Quote
Talos Alomar wrote:side note, what is your favorite baozi recipe? It seems like it must be important to you. I've always just used this one.
My favorite is the 'yet to be discovered' bacon, egg, and cheese baoZi. Please help locate. |
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Corbina Ninja
1005
|
Posted - 2014.05.23 14:58:00 -
[58] - Quote
very nice... ...battlefinder where is the sandbox?
R.I.P. Dust 514 14/05/13 - 02/05/14
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RayRay James
Molon Labe. General Tso's Alliance
157
|
Posted - 2014.05.23 15:02:00 -
[59] - Quote
CCP MC Peanut wrote:I'm a little depressed that I can't find any Kombucha to drink here in China, so I'll get my detox in by posting another daily Starmap update:
If only there was a vast, interconnected system that offered knowledge from all corners of the planet. Think about it... a, what could we call it, a Network of computers. Once all those computers could talk to each other, there'd be no stopping the possibilities. Remotely working with colleagues. Music and movies available without physical media. It could even allow for shopping on your computer!
Man, that'd be great. You could be someplace that doesn't have something you want. You could order it from one of these computerized stores and have it sent to you.
The future holds such promising technologies.
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Lady MDK
Kameira Lodge Amarr Empire
94
|
Posted - 2014.05.23 15:41:00 -
[60] - Quote
Corbina Ninja wrote:very nice... ...battlefinder where is the sandbox?
It's not just a battlefinder it will scan and allow you a choice of battles to join and other pve/sandbox areas to hang in.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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ANON Cerberus
Tiny Toons
750
|
Posted - 2014.05.23 16:27:00 -
[61] - Quote
CCP MC Peanut wrote:While I seem to be giving daily updates, I can't promise I will be able to keep with it, but so far, the responses.. the feedback--it is just exciting. Today CCP BaoZi told me he read someone post (I checked but couldn't find--maybe it was another thread) something about being able to still navigate the starmap while scanning, rather than have the controls locked out. The initial setup/plan was to have the camera be controlled by code (locked to the user) and move around the Starmap, similar to the loading screen you saw at Fanfest. He thought this request seemed more than reasonable and do-able, so we agreed today to change the course. Instead he is just going to pass a kismet event to me that contains the region being scanned, then I will (in Kismet) grab the [region] position and animate in a material effect at that coordinate. I can probably re-purpose the scan effect I had before, but have it radiate from region centers rather than pan down the y-axis. The scanning is purely cosmetic at this point; it will need to run while information downloads in the background, but we see no reason why you can't continue to interact with the map. All this is subject to change pending the feedback we get from other devs, but I wanted to thank, whomever suggested it.
Also, the feedback on the transition is really cool, but I may have confused some of you. I was only referring to transitioning between the Station and the Starmap (and back) --not into battles. Going to battles requires a loading screen because it is a totally different map file (that must load)--the Station and Starmap are actually always loaded together (and on top of each other). We were just looking at clever ways to fade one out while we fade the other in. Today I actually did a test using a similar technique we use to fade out the suit with the cloak--not bad. It sort of felt like all the pixels detached from the screen, swirled around, then re-settled. This technique uses a 2nd material that is overlayed on top of all current materials. That overlayed material can sort of 'intercept' the current material's channels and make changes to it. In this case, it plays with the alpha and emissive channels.
Nice. I think most would appreciate not being 'locked out' while scanning. A small tweak to your original plans but it already sounds like you guys are coming up with awesome ideas thanks to community feedback.
THIS IS IT CCP. This is the kind of thing we hoped you could do. Talk to us, (CCP MC Peanut, you have been doing an outstanding job in this regard - no homo) and with our feedback, see what you like / dont like / can do / can't do..... |
Natu Nobilis
DUST BRASIL S.A Caps and Mercs
505
|
Posted - 2014.05.23 16:44:00 -
[62] - Quote
Again, just one question:
Will we be able to invade someones Anomalie and mess with them, or will it work like a GTA Online mission where the map remains and everybody else dissapears during the mission?
The answer will say if its a sandbox or not. |
Kain Spero
3576
|
Posted - 2014.05.23 20:46:00 -
[63] - Quote
Would it be possible to keep the current 2d star map as a view mode?
I've played Eve for 9 years and actually find the 2d start map incredibly useful (when it was released there was actually a lot of clamor in the eve community to get it added in eve as well).
Owner of Spero Escrow Services
Follow @KainSpero for Dust and CPM news
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Corbina Ninja
1006
|
Posted - 2014.05.23 20:53:00 -
[64] - Quote
I can not imagine how it can work seems to me like Dust but with better graphics What is the difference between scanning and the old battlefinder? both have the same function and both are not sandbox
R.I.P. Dust 514 14/05/13 - 02/05/14
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Lady MDK
Kameira Lodge Amarr Empire
94
|
Posted - 2014.05.23 21:12:00 -
[65] - Quote
Corbina Ninja wrote:I can not imagine how it can work seems to me like Dust but with better graphics What is the difference between scanning and the old battlefinder? both have the same function and both are not sandbox
The difference between them being that the star map in my vision would show the battles happening /pve sites/ whatever else they decide to add. and let you choose which one you wanted to take part in on what planet on what district... i.e. a choice which bit of the sandbox you want to be in, the battle finder would take your filters into account and dump you in the first battle that it matched you with.
If you want to fly round the start chart you need to be playing EVE.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Doctor Day
Glitched Connection
266
|
Posted - 2014.05.24 03:00:00 -
[66] - Quote
Now now,if they could only try to make a version for the console scrubs on ps4 |
Lady MDK
Kameira Lodge Amarr Empire
94
|
Posted - 2014.05.24 06:37:00 -
[67] - Quote
Kain Spero wrote:Would it be possible to keep the current 2d star map as a view mode?
I've played Eve for 9 years and actually find the 2d start map incredibly useful (when it was released there was actually a lot of clamor in the eve community to get it added in eve as well).
The eve map flatterns to a 2d one which I use all the time. However the dust one does display system status/ownership quite neatly.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Hynox Xitio
0uter.Heaven
1197
|
Posted - 2014.05.24 18:38:00 -
[68] - Quote
Can we also scan for Xenomorphs?
Unleash the Fogwoggler, follow your dreams.
( -íº -£-û -íº) /)
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Lady MDK
Kameira Lodge Amarr Empire
94
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Posted - 2014.05.25 06:12:00 -
[69] - Quote
Hynox Xitio wrote:Can we also scan for Xenomorphs?
Rogue drones maybe , xenomorphs would mean game over man.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Kevall Longstride
DUST University Ivy League
1360
|
Posted - 2014.05.26 07:31:00 -
[70] - Quote
Was chatting to CCP Preatorian.
He is having such a nerdgasam about this Starmap at the moment.
CPM1 Candidate
CEO of DUST University
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
507
|
Posted - 2014.05.26 12:53:00 -
[71] - Quote
Still itnerested to know if the anomalies can be invaded by other players or will be instanced out |
Lady MDK
Kameira Lodge Amarr Empire
94
|
Posted - 2014.05.26 13:43:00 -
[72] - Quote
Natu Nobilis wrote:Still itnerested to know if the anomalies can be invaded by other players or will be instanced out
I imagine this is the wild pvp they spoke of ccp dont like to make things too safe...
Maybe a CCP could confirm one way or another though.....
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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CCP MC Peanut
C C P C C P Alliance
421
|
Posted - 2014.05.27 01:18:00 -
[73] - Quote
Kain Spero wrote:Would it be possible to keep the current 2d star map as a view mode?
I've played Eve for 9 years and actually find the 2d start map incredibly useful (when it was released there was actually a lot of clamor in the eve community to get it added in eve as well).
This is not something we are focused on now, but it is does not mean we can't add this functionality in later. If we were to do it, we would also be able to benefit from chatting with the EVE guys about it and knowing in advance the tricky things we would have to deal with. |
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SponkSponkSponk
The Southern Legion Final Resolution.
823
|
Posted - 2014.05.27 01:51:00 -
[74] - Quote
CCP MC Peanut wrote:Kain Spero wrote:Would it be possible to keep the current 2d star map as a view mode?
I've played Eve for 9 years and actually find the 2d start map incredibly useful (when it was released there was actually a lot of clamor in the eve community to get it added in eve as well). This is not something we are focused on now, but it is does not mean we can't add this functionality in later. If we were to do it, we would also be able to benefit from chatting with the EVE guys about it and knowing in advance the tricky things we would have to deal with.
I think it's more likely that the Eve map be changed to be more like the Legion map, rather than the reverse.
Dust/Eve transfers
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Tallen Ellecon
1972
|
Posted - 2014.05.27 05:18:00 -
[75] - Quote
Kain Spero wrote:Would it be possible to keep the current 2d star map as a view mode?
I've played Eve for 9 years and actually find the 2d start map incredibly useful (when it was released there was actually a lot of clamor in the eve community to get it added in eve as well).
This
If I want to navigate in EVE I usually use dotlan or just autopilot. Dust has a great map, well organised, and is as straight foward as you can get projecting 3 dimensions into 2. Not to say both the Legion map and EVE maps aren't cool looking and full of information, they're just very impractical and not very user friendly.
Blehh..
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CCP BaoZi
C C P C C P Alliance
10
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Posted - 2014.05.27 05:31:00 -
[76] - Quote
Aeon Amadi wrote:What is the likeliness of allowing a player to go to the planet but having it be semi or entirely client-based by disallowing other players to join in? You're right it could be done, but technically it's probably not as easy as it sounds. That is not something we are looking at.
Lady MDK wrote:It's not just a battlefinder it will scan and allow you a choice of battles to join and other pve/sandbox areas to hang in. Yes that's the spirit
@Natu Nobilis, I'm not gonna go into details (because it's not my area), but as CCP Rouge was saying at FanFest, there will be room to "betray" and "mess with others".
Kain Spero wrote:Would it be possible to keep the current 2d star map as a view mode? We are putting all our efforts on having a 3D Starmap that is functional, clear and easy to use. Now if we can't get satisfying 3D results for some functionalities, we may work on a flatten version. But in a first time, what would help us A LOT is that you guys explain us what you want to be able to do / see in the Starmap (if you explained that earlier somewhere, please send the links).
Kevall Longstride wrote:Was chatting to CCP Preatorian. He is having such a nerdgasam about this Starmap at the moment. Hehe really??
So yeah again, what do you guys want from your Starmap? |
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The-Errorist
SVER True Blood
724
|
Posted - 2014.05.27 06:53:00 -
[77] - Quote
CCP BaoZi wrote:... So yeah again, what do you guys want from your Starmap? I want to be able to search the star map and filter it to see
what battles my friends are in to join them;
who has control over what star systems, planets, districts;
a time-lapse history view of ownership of areas;
what the security statuses of regions are;
quickly where battles are, and get info about the battle.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. Scanned scouts aren't dead scouts, they're +600HP scouts.
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CCP BaoZi
C C P C C P Alliance
12
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Posted - 2014.05.27 09:50:00 -
[78] - Quote
The-Errorist wrote:CCP BaoZi wrote:... So yeah again, what do you guys want from your Starmap? I want to be able to search the star map and filter it to see what battles my friends are in to join them; who has control over what star systems, planets, districts; a time-lapse history view of ownership of areas; what the security statuses of regions are; quickly where battles are, and get info about the battle. Noted. Most of them were already on my list. The "time-lapse history view of ownership" is a really cool idea |
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steadyhand amarr
shadows of 514
3130
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Posted - 2014.05.27 10:51:00 -
[79] - Quote
Oh useful for later on a history of planets visted, i used to use this in EvE to track my common mission running routes and make sure i had ships and equipmen on that root
Getting that funtionatly in now would be useful if their is benfit to fighting in certain areas of space or stearing clear of overused sites
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Hansei Kaizen
The Jackson Five
204
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Posted - 2014.05.27 11:38:00 -
[80] - Quote
Wow guys, I am blinded by the many feedback everywhere in this thread! Thank you very much for that. But dont overdo it or we get spoiled and start making demands
We dont want you to get forum-fatigue too soon :)
The answer to your complaint is PvE. Always.
NPE status: (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
Casual solo
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
508
|
Posted - 2014.05.27 12:46:00 -
[81] - Quote
If they keep this stupid idea of a permanent suit, i-¦ll make a charater that doesn-¦t upgrade any suit, only equipments and i-¦ll go kill people in basic suits.
Then, i-¦ll know if we-¦re playing space WoW or not. (In the sense where 100 Lvl 1-¦s can-¦t even hit 1 lvl 80) |
Natu Nobilis
DUST BRASIL S.A Caps and Mercs
508
|
Posted - 2014.05.27 12:49:00 -
[82] - Quote
Ther will be groups specialized in harvesting tears in as many ways as the mechanics allow and the imagination concieves.
Killing protos with basic suits, with basic equip, with swarms of players, with orbital strikes, running over, whatever is possible to show that your shinny suit means **** if you don-¦t have skills.
And if the game doesn-¦t allow that... well. Not a game to be played anyway. |
Lady MDK
Kameira Lodge Amarr Empire
94
|
Posted - 2014.05.27 13:52:00 -
[83] - Quote
I think you are in the wrong thread dude....
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Natu Nobilis
DUST BRASIL S.A Caps and Mercs
508
|
Posted - 2014.05.27 14:16:00 -
[84] - Quote
Lady MDK wrote:I think you are in the wrong thread dude....
Oh damn. Not the Progression thread =(
Buut, it-¦s cool. The hability to join and interfere with other people is related to battle scanning, so it-¦s good =p
Thanks for the Reply CCP BaoZi, will the person in harge of this area give any feedback Soon(tm) ? |
EmmaNation Lanados
Ranger Corp
8
|
Posted - 2014.05.27 21:41:00 -
[85] - Quote
CCP BaoZi wrote:The-Errorist wrote:CCP BaoZi wrote:... So yeah again, what do you guys want from your Starmap? I want to be able to search the star map and filter it to see what battles my friends are in to join them; who has control over what star systems, planets, districts; a time-lapse history view of ownership of areas; what the security statuses of regions are; quickly where battles are, and get info about the battle. Noted. Most of them were already on my list. The "time-lapse history view of ownership" is a really cool idea
Not just "friends", but also filters for corp mates, alliance mates, people with positive standings, people with negative standings.
I may not have all the people in my corp on my friends list, but if i see a few battles with little green icons (to follow eve) I'd rather jump in and help them that just go off on a random battle. Same for alliance member or random people i have added positive standings to because I like them. Also, the negative standings (or war targets or the like). If I can't find a battle with friends or corp mates/whatever, I'd want to join a battle where enemies (due to personal standings, corp standings, wars declared, whatever) are already fighting and then go ruin their day if I could. |
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CCP BaoZi
C C P C C P Alliance
13
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Posted - 2014.05.28 02:29:00 -
[86] - Quote
Natu Nobilis wrote:Thanks for the Reply CCP BaoZi, will the person in harge of this area give any feedback Soon(tm) ? No idea. We're here on a voluntary basis
steadyhand amarr wrote:Oh useful for later on a history of planets visted Yes this one also has supporters within the dev team
EmmaNation Lanados wrote:Not just "friends", but also filters for corp mates, alliance mates, people with positive standings, people with negative standings. Sounds all good!
Hansei Kaizen wrote:Wow guys, I am blinded by the many feedback everywhere in this thread! Thank you very much for that. But dont overdo it or we get spoiled and start making demands We dont want you to get forum-fatigue too soon :) Haha ok ok that will be my last post... it was a pleasure meeting you guys! |
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steadyhand amarr
shadows of 514
3131
|
Posted - 2014.05.28 10:08:00 -
[87] - Quote
Wwhhhoooo :-D man i cant wait for legion lol simple quality of life stuff is so important and game needs to be fun at core or their is no point in its meta :-)
I look forword to seeing the finished product
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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CCP MC Peanut
C C P C C P Alliance
427
|
Posted - 2014.05.28 13:08:00 -
[88] - Quote
steadyhand amarr wrote:Wwhhhoooo :-D man i cant wait for legion lol simple quality of life stuff is so important and game needs to be fun at core or their is no point in its meta :-)
I look forword to seeing the finished product
We are having a lot of fun working on this feature too. Today I setup the orbit asset for BaoZi to place in solar systems. The asset itself is just a low poly torus mesh. The tricky part (or part that took more time than it should have) was getting a vertex shader set up that would make sure the thickness of the line is the same no matter the scale of the orbit. I ran into a snag where I didn't realize the vertex shader was taking into account the drawScale of the actor until CCP BaoZi took a 2 second glance at my screen and mentioned it. Disaster Averted! Also, we are going to try and have the collision mesh of the orbit be a bit larger so you don't have to struggle to line your cursor up with 1 pixel wide line. |
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steadyhand amarr
shadows of 514
3131
|
Posted - 2014.05.28 13:56:00 -
[89] - Quote
Their is small side of me nerding out that i understood that :-P, i wish i took the gfx modul at uni but i cant draw for @&;_& :- so i thought it was a waste of time -_- but it sounds like its all maths and just playing with what artests give you. Is that a fair assesment?
Also its awsome to see devs who love their work :-P
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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CCP MC Peanut
C C P C C P Alliance
427
|
Posted - 2014.05.28 14:05:00 -
[90] - Quote
steadyhand amarr wrote:Their is small side of me nerding out that i understood that :-P, i wish i took the gfx modul at uni but i cant draw for @&;_& :- so i thought it was a waste of time -_- but it sounds like its all maths and just playing with what artests give you. Is that a fair assesment?
Also its awsome to see devs who love their work :-P
I don't consider myself especially amazing at either visuals or math, actually. But I'm ok at both, so it's enough I guess. When I do the shaders I use the node-based material editor (you can do it in a code mode, though, but in this case I like the visual editor). Also working this way has actually improved a lot of my mathematical understanding for how a lot of shader stuff works--it is just really easy to setup a test case and preview it. If I'm not exactly sure how the camera world position works, I can take the node and plug it into a diffuse, then move the camera around and watch it change in real time.
This is epics documentation. Pretty much exactly what we have available to us. http://udn.epicgames.com/Three/MaterialsCompendium.html |
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steadyhand amarr
shadows of 514
3131
|
Posted - 2014.05.28 14:12:00 -
[91] - Quote
Checks to see if Boss is around starts reading.
Non fanboy moment, thanks for reaponding i now have somthing to do on my rest days :-P
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5827
|
Posted - 2014.05.28 19:09:00 -
[92] - Quote
CCP MC Peanut wrote:steadyhand amarr wrote:Their is small side of me nerding out that i understood that :-P, i wish i took the gfx modul at uni but i cant draw for @&;_& :- so i thought it was a waste of time -_- but it sounds like its all maths and just playing with what artests give you. Is that a fair assesment?
Also its awsome to see devs who love their work :-P I don't consider myself especially amazing at either visuals or math, actually. But I'm ok at both, so it's enough I guess. When I do the shaders I use the node-based material editor (you can do it in a code mode, though, but in this case I like the visual editor). Also working this way has actually improved a lot of my mathematical understanding for how a lot of shader stuff works--it is just really easy to setup a test case and preview it. If I'm not exactly sure how the camera world position works, I can take the node and plug it into a diffuse, then move the camera around and watch it change in real time. This is epics documentation. Pretty much exactly what we have available to us. http://udn.epicgames.com/Three/MaterialsCompendium.html
Not gonna lie, I love the damn noodles in Blender
Useful Links
Aeon Amadi for CPM1
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CCP MC Peanut
C C P C C P Alliance
433
|
Posted - 2014.05.29 11:19:00 -
[93] - Quote
Aeon Amadi wrote:CCP MC Peanut wrote:steadyhand amarr wrote:Their is small side of me nerding out that i understood that :-P, i wish i took the gfx modul at uni but i cant draw for @&;_& :- so i thought it was a waste of time -_- but it sounds like its all maths and just playing with what artests give you. Is that a fair assesment?
Also its awsome to see devs who love their work :-P I don't consider myself especially amazing at either visuals or math, actually. But I'm ok at both, so it's enough I guess. When I do the shaders I use the node-based material editor (you can do it in a code mode, though, but in this case I like the visual editor). Also working this way has actually improved a lot of my mathematical understanding for how a lot of shader stuff works--it is just really easy to setup a test case and preview it. If I'm not exactly sure how the camera world position works, I can take the node and plug it into a diffuse, then move the camera around and watch it change in real time. This is epics documentation. Pretty much exactly what we have available to us. http://udn.epicgames.com/Three/MaterialsCompendium.html Not gonna lie, I love the damn noodles in Blender
I've never used blender actually. I started with 3D Studio Max, then learned Maya. I tend to prefer Maya mostly because it has python available to it. Max is ok too, and there are some things it does much better than Maya. Recently I've been interested in Houdini because it seems to do a really good job of blending in nice procedural elements, which greatly improve efficiency. CCP Android was using it in some of the new terrain technology--maybe he can pop in here and talk about it. I'm thinking maybe I'll write a proper dev blog on Maya pipeline stuff. |
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5852
|
Posted - 2014.05.29 12:06:00 -
[94] - Quote
CCP MC Peanut wrote:Aeon Amadi wrote:CCP MC Peanut wrote:steadyhand amarr wrote:Their is small side of me nerding out that i understood that :-P, i wish i took the gfx modul at uni but i cant draw for @&;_& :- so i thought it was a waste of time -_- but it sounds like its all maths and just playing with what artests give you. Is that a fair assesment?
Also its awsome to see devs who love their work :-P I don't consider myself especially amazing at either visuals or math, actually. But I'm ok at both, so it's enough I guess. When I do the shaders I use the node-based material editor (you can do it in a code mode, though, but in this case I like the visual editor). Also working this way has actually improved a lot of my mathematical understanding for how a lot of shader stuff works--it is just really easy to setup a test case and preview it. If I'm not exactly sure how the camera world position works, I can take the node and plug it into a diffuse, then move the camera around and watch it change in real time. This is epics documentation. Pretty much exactly what we have available to us. http://udn.epicgames.com/Three/MaterialsCompendium.html Not gonna lie, I love the damn noodles in Blender I've never used blender actually. I started with 3D Studio Max, then learned Maya. I tend to prefer Maya mostly because it has python available to it. Max is ok too, and there are some things it does much better than Maya. Recently I've been interested in Houdini because it seems to do a really good job of blending in nice procedural elements, which greatly improve efficiency. CCP Android was using it in some of the new terrain technology--maybe he can pop in here and talk about it. I'm thinking maybe I'll write a proper dev blog on Maya pipeline stuff.
You should check it out.
I like Blender (mostly because it's free!!!) but it does have python in it as well. There's even presets to change the layout to emulate other programs like 3D Studio Max and Maya so it's a pretty seamless transition. It also has a built in game-engine preview window, obviously not as powerful as something like the Unreal Engine but it does allow for some round-about ideas as to the limitations of the stuff. It's early stuff and I've absolutely no experience but I did experiment with it [Blender] a bit. Here's the results:
http://i.imgur.com/WCvzraG.png http://youtu.be/8mx9Q2VUg84 http://youtu.be/KyQ1b1hOu_k
This bit isn't mine but it's a short that was made by a guy name Kaleb Lechowski in 7 months using Blender and now the guy has a feature-length movie in production. I think it shows a lot of what Blender's potential is and just how powerful it can be for a dedicated individual, especially surprising considering that it's freeware.
http://youtu.be/xQuGpW0NuW8
Useful Links
Aeon Amadi for CPM1
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Starfire Revo
Inner.Hell
303
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Posted - 2014.05.29 17:39:00 -
[95] - Quote
CCP BaoZi wrote: So yeah again, what do you guys want from your Starmap? Some kind of ability to create smaller maps for player specified groups of systems. The default ones I can think that players would create would be faction warfare zones, maps of your alliance's sov, a map of your eve forces deployed area, a war map with the systems you want to attack, a map with "safe" systems to do PvE and even something like a "we'll be in this part of New Eden tonight map".
Maybe include some basic functions to tag systems with a "staging point" or an "attack here".
I make videos of EVE and Dust http://www.youtube.com/mrgimbleb
I write about EVE and Dust http://mrgimbleb.blogspot.com
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CCP MC Peanut
C C P C C P Alliance
433
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Posted - 2014.05.30 01:19:00 -
[96] - Quote
Aeon Amadi wrote:CCP MC Peanut wrote:Aeon Amadi wrote:CCP MC Peanut wrote:steadyhand amarr wrote:Their is small side of me nerding out that i understood that :-P, i wish i took the gfx modul at uni but i cant draw for @&;_& :- so i thought it was a waste of time -_- but it sounds like its all maths and just playing with what artests give you. Is that a fair assesment?
Also its awsome to see devs who love their work :-P I don't consider myself especially amazing at either visuals or math, actually. But I'm ok at both, so it's enough I guess. When I do the shaders I use the node-based material editor (you can do it in a code mode, though, but in this case I like the visual editor). Also working this way has actually improved a lot of my mathematical understanding for how a lot of shader stuff works--it is just really easy to setup a test case and preview it. If I'm not exactly sure how the camera world position works, I can take the node and plug it into a diffuse, then move the camera around and watch it change in real time. This is epics documentation. Pretty much exactly what we have available to us. http://udn.epicgames.com/Three/MaterialsCompendium.html Not gonna lie, I love the damn noodles in Blender I've never used blender actually. I started with 3D Studio Max, then learned Maya. I tend to prefer Maya mostly because it has python available to it. Max is ok too, and there are some things it does much better than Maya. Recently I've been interested in Houdini because it seems to do a really good job of blending in nice procedural elements, which greatly improve efficiency. CCP Android was using it in some of the new terrain technology--maybe he can pop in here and talk about it. I'm thinking maybe I'll write a proper dev blog on Maya pipeline stuff. You should check it out. I like Blender (mostly because it's free!!!) but it does have python in it as well. There's even presets to change the layout to emulate other programs like 3D Studio Max and Maya so it's a pretty seamless transition. It also has a built in game-engine preview window, obviously not as powerful as something like the Unreal Engine but it does allow for some round-about ideas as to the limitations of the stuff. It's early stuff and I've absolutely no experience but I did experiment with it [Blender] a bit. Here's the results: http://i.imgur.com/WCvzraG.pnghttp://youtu.be/8mx9Q2VUg84http://youtu.be/KyQ1b1hOu_kThis bit isn't mine but it's a short that was made by a guy name Kaleb Lechowski in 7 months using Blender and now the guy has a feature-length movie in production. I think it shows a lot of what Blender's potential is and just how powerful it can be for a dedicated individual, especially surprising considering that it's freeware. http://youtu.be/xQuGpW0NuW8
Your videos are super cool--I love the breaking glass. I've seen that trailer before, but I didn't know they were doing a full movie (feels sort of Battlestar Galactica/Skynet-ey--not a bad thing). I'll definitely keep an open mind towards Blender. That it also has Python is a big deal. Previously I worked at a company that had their own engine, and they had no editor software (like Unreal Editor), so they relied on Maya for doing everything. With Python integration, it made it easier and faster to build tools. We even added a library system, much like the unreal content browser (but more primitive). |
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5879
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Posted - 2014.05.30 01:52:00 -
[97] - Quote
CCP MC Peanut wrote:
Your videos are super cool--I love the breaking glass. I've seen that trailer before, but I didn't know they were doing a full movie (feels sort of Battlestar Galactica/Skynet-ey--not a bad thing). I'll definitely keep an open mind towards Blender. That it also has Python is a big deal. Previously I worked at a company that had their own engine, and they had no editor software (like Unreal Editor), so they relied on Maya for doing everything. With Python integration, it made it easier and faster to build tools. We even added a library system, much like the unreal content browser (but more primitive).
Yeah, my only big complaint so far, other than that there were a few bugs (they update frequently though), was that I had to manually put in python coding for mouse-look support >_<;;;;
Really hard to toy around with first-person-shooter aspects when you don't even have that and I'm not a coder, so, having to go to someone else for that was sort of a bummer. But they did a good job of making it copy/paste and it's got fully integration, so there's no minimizing windows, opening a .txt file or any of that - it's all within the software itself.
Glad you're keeping an open mind toward it though I feel like I've accomplished something by sharing that with ya
Useful Links
Aeon Amadi for CPM1
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