The current plans are to be done somewhere between now and the end of the world (but not before Heart Of The Swarm).
We’ve a lot of plans for TSOF and still need to get more Artists than just the skeleton crew we have right now. As soon as we have those, we’ll enter full development, currently we’re still only working on the whole AI & FPS as well as defining the core-gameplay.
hey, making a map is not for designers,dude. its quite easy and it needs you only understand some meanings that are not the same in english vocab. and some how to use triggers and changing datas.
the real designer is the creator of the Galaxy editor and that is also not the most difficult. none of Sc2mapster users can make animations or some stuff that dont exist in the editor itself. like that fuckin' problem about how to make the mouth of a portrait move.
Making a good project needs solid understanding of basic Game Design. Trust me, that's the reason why you find Vector so intriguing. It works a lot with that (be it knowingly or not). Game Design applies to every stuff related to developing games. And I studied that, so you can trust me on this one ;)
As for the Galaxy Editor... that's just practical. Like the UDK or the Sandbox. It might increase the use of programmers, but reduces the time to develop a cool mission by about 50%. Some games are fully done in 3D Studio Max, without any Level Designer to lay his hands on the terrain.
The statement about animations is not true. We have at least 7 people (me included) that know how to do animations and I've already worked with the Highpoly Models for my BlizzCon entry (didn't finish it though). Mouth animations work just fine, when you know how to do it (its a shitton of work).
Made the magic disappear by showing how easily Lowkey Lighting can make stuff look gooooood. Nice thing we had you on the show today and I hope we can see some stuff from TheKC soon enough too :)
Since there is ModCraft this evening ... If you want to, we could put it up on the Stream. Might be cool to show people and also to remind them again why Scale etc. is so important in Level Design ;) More analytic approach than playing ^^
@barrierlol:
The current plans are to be done somewhere between now and the end of the world (but not before Heart Of The Swarm).
We’ve a lot of plans for TSOF and still need to get more Artists than just the skeleton crew we have right now. As soon as we have those, we’ll enter full development, currently we’re still only working on the whole AI & FPS as well as defining the core-gameplay.
swings the Hammer of Doom around
People! We invented the PMs for a reason! BACK TO THE TOPIC, THANK YOU! :)
Also, official Lore-Canon seems to be that Tosh is alive, just say’n
Making a good project needs solid understanding of basic Game Design. Trust me, that's the reason why you find Vector so intriguing. It works a lot with that (be it knowingly or not). Game Design applies to every stuff related to developing games. And I studied that, so you can trust me on this one ;)
As for the Galaxy Editor... that's just practical. Like the UDK or the Sandbox. It might increase the use of programmers, but reduces the time to develop a cool mission by about 50%. Some games are fully done in 3D Studio Max, without any Level Designer to lay his hands on the terrain.
The statement about animations is not true. We have at least 7 people (me included) that know how to do animations and I've already worked with the Highpoly Models for my BlizzCon entry (didn't finish it though). Mouth animations work just fine, when you know how to do it (its a shitton of work).
@TheKC: Go
I suggest a cake-trap. Worked just fine for me to catch him :)
Yeah, malu knows a lot of TSOF I guess, I talked to him about the project before.
Why use RTT, when you got a bunch of animators lurking? :p
Since TSOF is basically what you wrote down about doing a "game" I guess we should sit down and talk about it *g*
I'd suggest a joined forces for TSOF and Vector at this point :p
@BudSMoken:
For the same reason there are a million Singleplayer FPS without Multiplayer.
@QMJ3:
Ceilings don't take time. Finding an asset that looks good for it does. But Otixa solved that with model yesterday xP
@TheKC:
Nah, he didn't. He did it all with Triggers, said so himself yesterday. Still pretty cool.
Made the magic disappear by showing how easily Lowkey Lighting can make stuff look gooooood. Nice thing we had you on the show today and I hope we can see some stuff from TheKC soon enough too :)
@malu05:
Just drop by on #machinima or #sc2mapster, whatever you prefer. Currently little busy doing stuff for the Show.
Since there is ModCraft this evening ... If you want to, we could put it up on the Stream. Might be cool to show people and also to remind them again why Scale etc. is so important in Level Design ;) More analytic approach than playing ^^
Voting to replace the Spectre with a female version! If I have to look at some ass all the time, it might as well be female :P
Played it and its very cool. A little bit of Dead Space and Fear.
Call me up when you need me to test again and give Feedback, its fun ^^
Also, I'll call you up for TSOF (hopefully at the end of the month) to Alpha-Test a little bit :>