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Messages - B1nArY_001

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It should be noted that although we are drawing from a specific game genre for inspiration, we have approached PS in the same manner developers in the past approached designing a FPS when those were new. You look at the fundamental game mechanics needed to place your game into the genre you are aiming for and then you look at what the previous game or games have done and you tweak it to make improvements and to make it a better game than the predecessor. Just because you aren't re-inventing the wheel doesn't dictate how "serious" of a development team you are.

While SCPT and SCCT may not have been executed to standards we the consumer were satisfied with does not mean Ubi's design template for multiplayer was flawed. The template is solid enough for use in establishing a new genre of game. Rather than attempting to re-invent the SvM style gameplay we are striving to improve it and provide a game that while not necessarily unique is instead fun to play and continues a genre that no one has stepped up to continue on with.

We have the advantage of not being tied to a schedule or financial restrictions. Nor do we have a corporate entity breathing down our necks to release by a certain date. All of us on the team and I'm sure all of you would love to see a finished product that has all the elements you loved in SCPT and SCCT but in a more stable, better looking and  fun to play package. This provides not only the current SvM fans with a game they want to play but also opens the doors to drawing new players into the SvM community.


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Public Discussion / Re: The "use" feature.
« on: May 27, 2011, 01:49:30 AM »
While the idea might be fun, what you are asking for is basically an animation studio built into PS configured simply enough for the average user to take advantage of it and then on top of that every single time you joined a game any custom animations would have to be downloaded and any other relevant files that this affects. You are also talking about objects in the game, doors etc needing to have a way for the custom animations to sync up and interact with them so it won't look funny. While all this is possible you are talking about a massive amount of time to make it happen. There would be far to many small variables to account for to make it even remotely practical for consideration.

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Public Discussion / Re: Community Moderator, The Verdict
« on: May 26, 2011, 02:11:42 AM »
Coming soon to a store near you, PS Dev Team Bikini Calendar!

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Public Discussion / Re: Community Moderator, The Verdict
« on: May 25, 2011, 11:21:39 PM »
EDIT::This has gotten off topic, hasn't it?

who asked YOU man!?! This is now the official Dev's Gone Wild Thread, we need to cut loose and flash some moobs too you know.

STFU Mr. I Took 2nd Place! You're nothing, nothing I say!

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Public Discussion / Re: Community Moderator, The Verdict
« on: May 25, 2011, 02:43:48 PM »
This is the stupidest thing I've ever heard. Learn how to be a good sportsman. If you think someone is shit at the game, keep it to yourself. It isn't your place to say anything, especially when we're trying to build a closer community of gamers for the sake of enjoying the game itself. If you honestly can't find a way to keep yourself a polite and fair gamer, then for everyone's sake, get the hell out of here.

I second this... Some people take it a little to far and a little to seriously. It's one thing to flip someone some shit but it goes way beyond that far to often and 99.5% of the time it's the same person and we all know that person well enough to know he is not joking. But hell... egomaniacs can be amusing in their own right.

I'd just rather not have to start blocking people on XFire because their forum antics are plastered on your screen when you're trying to get shit done.

Agent you can be the official black sheep of the PS family. Welcome aboard   ;)

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Public Discussion / Re: Community Moderator, The Verdict
« on: May 25, 2011, 04:02:54 AM »
But if you all got banned, where would you go to piss all over eachother?

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Presentation Forum / Re: Alien Worm
« on: May 23, 2011, 09:23:21 AM »
They both provide the same functionality, Maya does offer a more streamlined animation tool set but if you follow the industry via magazines like 3D World you'll notice that among the top people in the field it's a pretty even split on who uses what. Most people at that level are fairly proficient in both. It seems to be a personal preference in UI style and also availability for plugins geared towards your particular task that determines which to use. A lot of people feel that Maya has a very streamlined and easy to use UI and find Max's UI to be cluttered and confusing. I personally love the Max Roll-out system and detest Maya's Hotbar. You will also find a lot of people in favor of Maya simply because Max wasn't as accessible for many years while Maya provided the Personal Learning Edition making it very easy for people to pick it up and start learning giving it a significant boost in popularity. Good PR for the win I guess!

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Public Discussion / Re: Community Moderators, nominations
« on: May 21, 2011, 11:32:47 PM »
I think the trolls ate this thread.

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Public Discussion / Re: Visual Effects
« on: May 21, 2011, 11:15:47 PM »
Binary:  Since you mentioned that the flashbang causes bad balance, maybe the merc should also slightly sway when he gets flashbanged to disrupt his shooting accuracy?  Or charges could become less efficient?  Just throwing some ideas out there...

I think blotting out the merc's vision and making his aim somewhat random for a couple seconds would be a nice balanced effect.

Making his response to player input sluggish for a few seconds might be nice too but that might have a pretty severe impact on balance making him very easy to grab. Hindering his movement speed by 15-20% if the flashbang goes off within a certain radius of the Merc might help simulate the off-balanced effect while maintaining gameplay balance. A diminishing return on this effect might be required to keep a Spy from placing the Merc in a constant state of hindered movement until he is out of flashbangs though.

The random aim effect simulating the disorientation caused by the bang minus the vision obscuring effect would be nice to have when the merc is in EM or Tracking vision as the vision wouldn't protect his ears.

But B1nary I know this isn't CT but why would a flash bang affect EMF ?? :|?

Re-read what I wrote very carefully. especially the part I've highlighted in red........

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Public Discussion / Re: Visual Effects
« on: May 21, 2011, 10:13:28 PM »
Binary:  Since you mentioned that the flashbang causes bad balance, maybe the merc should also slightly sway when he gets flashbanged to disrupt his shooting accuracy?  Or charges could become less efficient?  Just throwing some ideas out there...

I think blotting out the merc's vision and making his aim somewhat random for a couple seconds would be a nice balanced effect.

Making his response to player input sluggish for a few seconds might be nice too but that might have a pretty severe impact on balance making him very easy to grab. Hindering his movement speed by 15-20% if the flashbang goes off within a certain radius of the Merc might help simulate the off-balanced effect while maintaining gameplay balance. A diminishing return on this effect might be required to keep a Spy from placing the Merc in a constant state of hindered movement until he is out of flashbangs though.

The random aim effect simulating the disorientation caused by the bang minus the vision obscuring effect would be nice to have when the merc is in EM or Tracking vision as the vision wouldn't protect his ears.

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Public Discussion / Re: Visual Effects
« on: May 20, 2011, 09:02:10 PM »
You got ever flashed? Because without experience no one on these forums can tell how eyes are reacting for such a thing. I'm pretty sure they hurts you and when u are looking on bright thing then you see kind of weird.

I've made one, my dad used to do fireworks shows and had all sorts of state regulated chemicals. I can't say for sure that the ingredients were exactly the same as military or law enforcement Flashbang but the effect would be the same maybe just slightly weaker on the homemade version. If you're looking at it when it goes off you wind up with a purple/black spot covering everything you try to focus your eyes on making acquiring a target pretty much impossible as it just gets blotted out by the damaged area of the retina. The sound alone is enough to cause a minor shell shock effect. It feels like someone rammed needles into your ears leaving a very loud ringing and for several seconds after the bang it becomes hard to keep your balance until your inner ear readjusts. Sound also takes on a muffled and flatulent/buzzing quality once the ringing starts to subside. Not a very pleasant and very disorienting experience.

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Public Discussion / Re: Visual Effects
« on: May 20, 2011, 02:13:45 PM »
and the gernade doesn't blink fast enough / on both sides of the gernade.

Shall we give the grenade a glow in the dark flag that pops out after it lands and says "HEY DUMMY I'M A GERNADE!", Maybe a nice soothing female voice too, like a GPS... Grenade, next left.

I think if anything the blinking should be slowed down. The fact that it has LEDs is more than enough to make it possible to pinpoint the location in a dark room.

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Join Us / Re: Engine/Scaleform Programmer & 3d modelling
« on: May 18, 2011, 12:18:12 AM »
Feel free to take a little creative license with it but keep the style in the 1940-1950 era please.

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Presentation Forum / Re: Alien Worm
« on: May 15, 2011, 02:06:41 AM »
@Binary: I missed your note just untill now, I have always understood triangulating manually gives way more control than some engine doing it automatically for you.

I'm not sure how it works in Maya but with Max you simply go into the Edge sub-object mode and you can "turn" the edges bisecting the quads so that when you import it the tris are aligned in the manner best for deformation or lighting.

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Presentation Forum / Re: Alien Worm
« on: May 14, 2011, 01:30:39 AM »
You should triangulate it, most engines are not too fond of quads.

Quads in Max are technically already triangulated, once imported into an engine if you look at the mesh post import you will see that each "quad" has been bisected forming 2 triangles.

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