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Topics - frvge

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31
Presentation Forum / Community Map: stage 2: overall themes
« on: September 25, 2012, 07:54:27 PM »
In stage 1, the map that got most votes was the Airport.

At this stage, it's time to think about the following:
- which kinds of objectives?
- what kind of map flow (sector/open world/hybrid)
- art direction and color scheme of the map

Please note that I haven't put up the 'design' of the map itself. Usually that can be done in parallel, but in this case I dont think that's a good way.

Sooooo let's flesh out the points above a bit more to get consensus and get past the brainstorm phase.

32
Official information and announcements / Slowwwww
« on: September 17, 2012, 01:36:47 AM »
Hi all,

You might have noticed that the site has become slow. I currently don't know why, but I'll try to fix it in the next few days.

Thanks,

frvge, your sysadmin.

33
Presentation Forum / Community Map: stage 1: map selection
« on: September 16, 2012, 12:29:31 AM »
To finish the first part of the big Community-made map to increase the amount of maps of PS at the launch (whenever that will be), the selection of the map is the conclusion of the first step of the process.

So pick which concept you think has the most potential :)

34
Hi all,

Everyone agrees that PS is taking too long to develop. The reason for this is pretty simple: we want quality and people with the needed skillset are hard to find. People that stay and give positive value to the project are even harder to find. Most of the Try-out people get various tests. The results of these tests are in one way or another beneficial for PS and/or for the skillset of the person applying for a role. However, this process can take up to 1.5 months, depending on how fast the applicant is. If the applicant then is approved and allowed in the Core Dev team, they often have changing lives and have to resign because of this (less time than expected etc). The total "value" is then the limited number of results from tests (some are not useful for PS) minus the time put in training and recruiting of that applicant. On average, this value is low or negative unfortunately.

If you look at it from another perspective, we might get more value with more contributors that stick to the project for a longer period, although the initial quality itself might be less than the current one. This is not a big deal: with the time people put into the various skills, they will become better at those skills and will hopefully remake models that aren't up to par.

With all this aside, I'd like to present:
Community Map: Stage 1 (Brainstorm)(haha, Comic Sans-ed!)
The idea is that you post ideas for maps, with a background. For each map, you should ask yourselft the following questions:
  • Is this an interesting location? Players have seen countless of homogenous warehouses and so on. Be original! (House of Wax, base on the Moon, sewers, animal shelter)
  • What kind of objectives are fun there? Note that you are NOT limited to hacking PCs etc. Everything can be an objective. Want to make using the elevators 20 times an objective? Go for it. As long as that makes sense in your setting (think TF2's various game modes).
  • Are the objectives, besides fun, somewhat logical for both Spy and Merc? We're still trying to be a realistic game. Extracting a famous puppy from the shelter is logical. Extracting a health report of that puppy probably is not. You should be able to write a short synopsis of a background story for both Spy and Merc as to why protecting/infiltrating this location is so important.
  • Who is defending? Spies and Mercs can change in their "position" of being the good guy/bad guy. This depends on your answer of point 3. Stealing bread to feed a starving child... who is good and who is bad. Interesting for backgrounds! Feel free to experiment.
  • Does the location provide enough gameplay possibilities for both Spy and Merc? A train might be cool, but there's not enough manouverability for the Spies there. You can always get creative tho! (Shrink the Spies!)
  • Is it a mature theme or not? I don't mind some controversy. Want to infiltrate a brothel and hack the PC of the pimp who overdosed to get his cash flow? Go ahead. You decide. As long as there's a good story! (pimp was selling CIA files to alien invaders). However, the final say in this part is with the Core Dev team.

Those are some points that I personally use when I brainstorm about maps. They are fairly high-level, so you can think of more yourself. If you have a good point, post it and I can add it to the list.

Thanks and I'm very curuious what you guys can come up with. After a few ideas, let's say 4-5, we'll have a poll to pick the best one. then it's on to Stage 2: designing the map and concept art.

frvge

35
Check out http://www.3dmotive.com/downloads/ with video tutorials from $ 15.

We can use more modelers and texture artists for Asylum =]

36
Public Discussion / Gamescom
« on: August 17, 2012, 01:29:40 AM »
I'll be going to GamesCom this Saturday if everything works out. I'll be wearing a PS shirt. If you want to meet up, send me a private message.

37
Public Discussion / So you want something new?
« on: August 14, 2012, 12:10:45 AM »
We've lost a few potentially good people and we're short on people in all areas except Sound Design, so things haven't been progressing as fast as I expected (a personal goal, in January, was to be at GamesCom 2012 which starts in a few days :( ). Aw well, we gotta stay positive. And with positivity come presents! So pick one. Yes, just one.

You are allowed to change your vote.

38
Public Discussion / Steam Greenlight and Kickstarter
« on: July 09, 2012, 10:29:53 PM »
Hi all.

Some possibilities I'm currently looking at are the just announced possibility to start a Kickstarter for people living in the UK from this autumn (currently only residents in the USA can start one :( ) and while I'm not in the UK, we can probably arrange something there.

And of course the announcement of Steam Greenlight, a game selection procedure for publishing a game on Steam. http://steamcommunity.com/greenlight/

We're keeping all options open to get some more exposure when the time is right. And that time is slowly crawling closer. When we hit a certain point in development, expect a lot of (temporary?) stuff to get the media buzzing about our awesome game. And our awesome fans of course, including YOU. Yes, even you.

Thanks for reading and for your eternal patience,

frvge

39
Public Discussion / Living near Los Angeles / San Francisco ?
« on: June 11, 2012, 06:27:38 PM »
As I'll be there in both cities for a few days, I need a good guide. Of course, you shouldn't skip school or work. So yeah.

I'm in San Fran for work, so I can't really spend much time, but we'll see.

Only cool people allowed. Won't tolerate non-cool people.

Aight.


40
Public Discussion / Artsy contest
« on: June 01, 2012, 02:06:18 AM »
Hi all,

I've noticed we have quite some good artists around so it's time for a quick art contest.

The winner, if we deem it good enough, will be used as a temporary placeholder in an upcoming video.

Rules:
- Full HD image (1920 pixels wide by 1080 high) in PNG-24 or TGA format. No lossy compression formats like JPG please.
- It is PS related. Preferably a mashup of already released material or fan art.
- You have to own all copyright and you give us the non-exclusive right to use it for promotional stuff and so on.
- The winner MIGHT get included in a video as a placeholder
- You can submit multiple images

41
Public Discussion / 200th commit
« on: May 30, 2012, 01:23:33 AM »
Hi all,

We've just had our 200th commit on our new version control system for our code.
Here's the whole commit message as a sneakpeek :)

Code: [Select]
Timestamp:
    05/29/12 22:07:04 (3 hours ago)
Author:
    morten
Message:

    Added WIP animations for mercenary (Currently only 4-way animation blending).
    The 3rd person mercenary will now aim where the player is aiming (Also in multiplayer).

42
Official information and announcements / Server Maintenance
« on: May 25, 2012, 01:27:24 AM »
Hi all,

I'll move the server configuration to a more common one with a nice control panel. My own sysadmin skills aren't as good as I hoped, so incoming email has been down for a while. Soooo I'll be changing it to a more easily managed set-up. Of course, I'll tweak it for speed because that's what I like myself.

The forums might be affected. I try to minimize the downtime. Follow Project_Stealth on twitter to keep up2date on the maintenance while it's underway.

Thanks!

frvge
Your not-so-awesome-sysadmin.

43
Public Discussion / New co-producer
« on: May 17, 2012, 06:57:39 PM »
Please welcome adriend as our new producer.

He has a fresh view of our internal systems and organizational structure and will try to streamline processes.
His experience with other indies will come in handy, so we have high hopes Project Stealth will be even better in the future.

I'll still be here, but my focus will shift to programming and support.

Thanks all!

frvge

[edit: typo]

44
Public Discussion / Unreal Engine 4 screens
« on: May 17, 2012, 04:35:16 PM »
http://www.wired.com/gamelife/2012/05/ff_unreal4/all/1  Nice interview with the technical lead of UE4, Tim Sweeney.

45
Official information and announcements / Upgrading software
« on: May 06, 2012, 05:53:08 AM »
Hi all,

I might upgrade the webserver software tomorrow (hopefully get rid of the 502-message) and do some other server maintenance.
Expected downtime is around 30 minutes.

Thanks,

frvge

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