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Thread Statistics | Show CCP posts - 13 post(s) |
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CCP LogicLoop
C C P C C P Alliance
82
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Posted - 2013.06.16 04:30:00 -
[1] - Quote
Alpha 443-6732 wrote:Are there plans for making maps inside areas such as:
-Space stations -Massive production facilities -Underground facilities and caves
and are there plans for naval maps and ship engagements, or raids on underwater facilities? Will there be submarines and such?
Space stations, not sure. We want to have fighting in MCC's in the future.
Currently working on a large socket that is a rather large production facility, but it may not be exactly what you are imagining.
Underground facilities, this relates to our memory problems with interiors in general. We want them too and will find a way to do it eventually.
We have specific road map right now and things like this are not a priority right now, but they are in our minds and in things we want to do in the future. |
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CCP LogicLoop
C C P C C P Alliance
89
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Posted - 2013.06.16 09:28:00 -
[2] - Quote
From Costa Rica wrote:What are your priorities if i may ask?
Solidifying what's out there. Creating the proper surface infrastructures for each race, more set ups with current game modes that exist on new terrain. New terrains in general.
That's level designs right now. |
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CCP LogicLoop
C C P C C P Alliance
120
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Posted - 2013.06.17 01:28:00 -
[3] - Quote
Doyle Reese wrote:How will fighting in MCCs work? I mean, we've all been in MCCs before, it doesn't seem very roomy
Not entirely sure yet, but the MCC's will either have a new interior, or it will be a new MCC all together. The current MCC's are for safe spawn location. |
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CCP LogicLoop
C C P C C P Alliance
134
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Posted - 2013.06.18 01:39:00 -
[4] - Quote
Mobius Wyvern wrote:CCP LogicLoop wrote:Doyle Reese wrote:How will fighting in MCCs work? I mean, we've all been in MCCs before, it doesn't seem very roomy Not entirely sure yet, but the MCC's will either have a new interior, or it will be a new MCC all together. The current MCC's are for safe spawn location. So is it likely we'll be seeing them upsized to 300 meters and made more similar to BF2142 Titans as the DevBlog on them and the 2009 presentation seemed to imply?
I do not know what the intended specs are at this point. Things change (and I didn't start here until just over a year ago) over time.
However, with that said the current MCC's clearly do not support a realistic gameplay scenario in scale right now. So it would only seem logical that they would become greater in size. |
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CCP LogicLoop
C C P C C P Alliance
244
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Posted - 2013.07.10 01:34:00 -
[5] - Quote
Henry Stanley wrote:are there plans for a ship yard or anything like that like a junk yard for titans or battleships or anything similiar i would love to hear some of ccp ideas for future outpost or just cool places to shoot people in how awesome would it to be playing in a half destoyed titan and having amazing places for warfare like that thats what makes this game great how awesome it will be
Not at this moment. However, I discussed the idea of this with one of our technical artists and he believes we would be capable of doing so. The primary concerns are typically our asset / memory / processor etc.. budgets.
Their are a lot of types of things we would like to do with our sockets, but our first priority is to get a specific set for each race out currently. |
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CCP LogicLoop
C C P C C P Alliance
253
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Posted - 2013.07.23 01:48:00 -
[6] - Quote
Avinash Decker wrote:CCP LogicLoop wrote:Henry Stanley wrote:are there plans for a ship yard or anything like that like a junk yard for titans or battleships or anything similiar i would love to hear some of ccp ideas for future outpost or just cool places to shoot people in how awesome would it to be playing in a half destoyed titan and having amazing places for warfare like that thats what makes this game great how awesome it will be Not at this moment. However, I discussed the idea of this with one of our technical artists and he believes we would be capable of doing so. The primary concerns are typically our asset / memory / processor etc.. budgets. Their are a lot of types of things we would like to do with our sockets, but our first priority is to get a specific set for each race out currently. Is it possible to have terrain sockets like valleys, rivers , natural bridges , caves , lakes, etc ?
It is possible. However, I will reiterate, such types are not of a priority. We need to get the racial SI's finished. |
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CCP LogicLoop
C C P C C P Alliance
260
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Posted - 2013.07.24 00:56:00 -
[7] - Quote
DeeJay One wrote:CCP LogicLoop wrote:We need to get the racial SI's finished. So how's work on them progressing? Are we talking winter expansion (in EVE terms) or sooner? ;)
Gallente Research with supporting small and medium sockets comes out in 1.4. New terrain most likely in 1.4 as well.
We are aiming for: Caldari Production Facility and its supporting sockets for 1.7 (Art blockout phase currently)
Minmatar Cargo Hub and supporting sockets TBD (it's in a bsp blockout phase now, and is coming along nicely)
This is purely from level design and environment art. Speaking of which. Currently Team Knee 101 is doing the outposts, and Team Daddies is doing the terrains. We are sub team inside of Team Flash.
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CCP LogicLoop
C C P C C P Alliance
262
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Posted - 2013.07.24 01:22:00 -
[8] - Quote
Zeylon Rho wrote:CCP LogicLoop wrote:DeeJay One wrote:CCP LogicLoop wrote:We need to get the racial SI's finished. So how's work on them progressing? Are we talking winter expansion (in EVE terms) or sooner? ;) Gallente Research with supporting small and medium sockets comes out in 1.4. New terrain most likely in 1.4 as well. We are aiming for: Caldari Production Facility and its supporting sockets for 1.7 (Art blockout phase currently) Minmatar Cargo Hub and supporting sockets TBD (it's in a bsp blockout phase now, and is coming along nicely) This is purely from level design and environment art. Speaking of which. Currently Team Knee 101 is doing the outposts, and Team Daddies is doing the terrains. We are sub team inside of Team Flash. This is interesting. Out of curiosity, could you tell us what racial SI's we have now (with some brief descriptors if possible), and what constitutes a "complete set" as far as the current plan goes? Is someone working on Amarr stuff?
Right now, off the top of my head Orbital Artillery I believe functions as our Cargo Hub (Caldari). I am not sure what they are using the other two for at the moment.
A complete set is something new we started with the Research outpost. This is where we create small and medium sockets that "belong" with the SI. They look like they belong, and they functionally support it in lore. For example Research outpost has small sockets Power Core, Security Scanning, Relay Station, and Satellite Launch. With two mediums Landing Pad, and Reactor. They utilize assets and textures from the Research Outpost. They look good repeating, and support interesting gameplay (primarily in the medium sockets, as small sockets are very... small).
So with that said. "Currently" future SI's should be expected to have two mediums, and four small sockets that go out with them.
Amarr stuff is being concepted currently. Nothing is being built at this very moment from Team Knee 101 or Team Daddies. |
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CCP LogicLoop
C C P C C P Alliance
278
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Posted - 2013.07.24 04:55:00 -
[9] - Quote
Aeon Amadi wrote:1.7...? Thats something like October.. I take it we're sticking with the six month expansion plan..
Bear in mind we have one team that does these outposts. Team Knee 101 right now is that team. It only consists of two level designers, and the environment artists in that team need all of them on one SI at a time. From an art standpoint, it takes about 2 or 3 months to get them fully art treated and optimized. That's including all t he supporting sockets that go with an SI.
This isn't a task that can be done over night by a single team. |
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CCP LogicLoop
C C P C C P Alliance
278
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Posted - 2013.07.24 05:16:00 -
[10] - Quote
Alpha 443-6732 wrote:CCP LogicLoop wrote:Aeon Amadi wrote:1.7...? Thats something like October.. I take it we're sticking with the six month expansion plan.. Bear in mind we have one team that does these outposts. Team Knee 101 right now is that team. It only consists of two level designers, and the environment artists in that team need all of them on one SI at a time. From an art standpoint, it takes about 2 or 3 months to get them fully art treated and optimized. That's including all t he supporting sockets that go with an SI. This isn't a task that can be done over night by a single team. I remember watching a video of DUST 514 at E3 2013 (possibly advancing the core) or something, and there had been a facility/socket shown (Large white hospital looking building with spotlights). If you know what I talk about, can you give me an ETA on when this facility would be made?
This one?
If so, that's coming in 1.4 (early september) |
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CCP LogicLoop
C C P C C P Alliance
309
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Posted - 2013.07.25 00:42:00 -
[11] - Quote
Aeon Amadi wrote:CCP LogicLoop wrote:Aeon Amadi wrote:1.7...? Thats something like October.. I take it we're sticking with the six month expansion plan.. Bear in mind we have one team that does these outposts. Team Knee 101 right now is that team. It only consists of two level designers, and the environment artists in that team need all of them on one SI at a time. From an art standpoint, it takes about 2 or 3 months to get them fully art treated and optimized. That's including all t he supporting sockets that go with an SI. This isn't a task that can be done over night by a single team. Oh, I completely understand, Im just surprised that Uprising is going as far as 1.7 or more. Theres a lot of content these gents are wanting and youmoght want to consider rolling out Weapons Labs (weapon testing in a safe environment) and Social Interaction areas (see thread on Corporation Hub) before working on more sockets. I understand more sockets to kill the repetition is a priority but they dont really have any long term benefits. Not to say we dont want to see some bitchin' new sockets
Yes, but... this is what level design and environment art does. We make gameplay space. I imagine if / when areas like social hubs and Weapons Labs get support from code (such as written or ready for use) then we would actually build them from a content perspective.
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CCP LogicLoop
C C P C C P Alliance
312
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Posted - 2013.07.26 00:57:00 -
[12] - Quote
Alpha 443-6732 wrote:CCP LogicLoop wrote:Alpha 443-6732 wrote:CCP LogicLoop wrote:Aeon Amadi wrote:1.7...? Thats something like October.. I take it we're sticking with the six month expansion plan.. Bear in mind we have one team that does these outposts. Team Knee 101 right now is that team. It only consists of two level designers, and the environment artists in that team need all of them on one SI at a time. From an art standpoint, it takes about 2 or 3 months to get them fully art treated and optimized. That's including all t he supporting sockets that go with an SI. This isn't a task that can be done over night by a single team. I remember watching a video of DUST 514 at E3 2013 (possibly advancing the core) or something, and there had been a facility/socket shown (Large white hospital looking building with spotlights). If you know what I talk about, can you give me an ETA on when this facility would be made? This one?If so, that's coming in 1.4 (early september) I think this is it, thanks.
It has a white / green kind of medical looking texture theme. Even though that is really just a Gallente style.
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CCP LogicLoop
C C P C C P Alliance
717
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Posted - 2013.09.05 03:00:00 -
[13] - Quote
Aero Yassavi wrote:CCP LogicLoop wrote:Aeon Amadi wrote:1.7...? Thats something like October.. I take it we're sticking with the six month expansion plan.. Bear in mind we have one team that does these outposts. Team Knee 101 right now is that team. It only consists of two level designers, and the environment artists in that team need all of them on one SI at a time. From an art standpoint, it takes about 2 or 3 months to get them fully art treated and optimized. That's including all t he supporting sockets that go with an SI. This isn't a task that can be done over night by a single team. CCP LogicLoop, this sort of came up in another thread but I wonder if you have any comment on it. I understand you are a small team, but if it really does take 3 months get a new outpost out as you said and as is evident with the Research Lab coming in 1.4 and the Production Facility in 1.7, then how long is it going to take to get all the racial outposts out. I mean, just look at how big the list is, Amarr, Minmatar, and Gallente Orbital Artillery Amarr, Minmatar, and Gallente Biomass Amarr, Minmatar, and Caldari Communications Amarr, Minmatar, and Caldari Research Lab Amarr, Minmatar, and Gallente Production Facility Amarr, Minmatar, Gallente, and Caldari Cargo Hub That is 19 more outposts that still need to be released. That will take 4 years 9 months if you release one every 3 months, that is May 2018. That is a bit unrealistic, don't you think? Even if you get them out every 2 months, that still becomes 3 years 2 months, that's October 2016. Of course I don't want to rush the development, but is there some plan of action that's been discussed? Perhaps getting more people on the team or something? Or is the sad truth that will will not be getting a racial outpost for each outpost type :(
I have been on and off searching for this post the past few days to reply. Sorry for the delay. I just could not remember what thread it was in.
I really have no comment on to how long this will take in the long run. However now that we have our "methods" down, and begin to build more assets that can be reused, and another level designer designing outposts the process will be speeding up a bit. The real time sink is in the art process. Not to imply at all that our artists are slow. But it does take a lot to make these things as gorgeous as they are. |
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