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Asym Game Forum Development & Discussion
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DGUnreal Sharpshooter
Joined: 23 Aug 2006 Posts: 25 Location: BC Canada
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Posted: Wed Aug 23, 2006 11:25 am Post subject: A few questions... |
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Hi,
Just a few quick questions...
- I assume there is private dev area on the forums somewhere?
- Is there a general idea of the number of total maps?
- Does Planeta have a specific ecosphere or can we design maps that are tropic, desert, arctic, etc.?
If Planeta is sufficiently different than Earth, it would be cool to have a set of environment textures (terrain and skybox) created by the team artists that reflect this, for the level designers to use.
- Has package organization and naming conventions been discussed?
DGUnreal _________________ DGUnreal Lead Designer and Engineer
Game Designer/Programmer since 1982
· Visit the DGUnreal web site
Level Designer UE1 · UE2 · UE2.5 · UE3
Maps for UT · U2:XMP · T:V · UT2004 |
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DevioX Squad Leader

Joined: 03 Mar 2005 Posts: 368 Location: Stuck in a condo with Marlon Brando
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Posted: Wed Aug 23, 2006 5:09 pm Post subject: |
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| DGUnreal wrote: |
- I assume there is private dev area on the forums somewhere?
- Is there a general idea of the number of total maps?
- Does Planeta have a specific ecosphere or can we design maps that are tropic, desert, arctic, etc.?
If Planeta is sufficiently different than Earth, it would be cool to have a set of environment textures (terrain and skybox) created by the team artists that reflect this, for the level designers to use.
- Has package organization and naming conventions been discussed?
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1. Yes, it's much busier than the public forum too.
2. Not really at the moment. More is good, but quality is better. Right now we're basically focusing on one map of our own while all the other details and coding are worked out.
3. Planeta doesn't have a specific ecology that we've discussed if I remember rightly, but it would have enough diversity to cater to the three species in many forms. The gigantic ovedrites, for example, would live in large, open spaces with giant structures while kovens might prefer a warm climate... a place where the two live together might have both characteristics. As I understand it Planeta would be a diverse place which would remind the humans of Earth... for the most part.
4. Our code and the naming conventions for the maps and gametype all start with the prefix "AY" and I believe all the texture packages start with "Asym." I suppose that might go for music, sounds, and others as well. Our mod has its own directory too. Other than that I'm not too sure.
I hope that answers some of yer questions. Oh, and welcome to the board!
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Kris |
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bw Squad Leader

Joined: 06 Mar 2005 Posts: 789 Location: Cylon-occupied Caprica
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Posted: Sat Aug 26, 2006 4:52 pm Post subject: |
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I think kris has covered most of the main points, and yes the ecosystem can be as diverse, and crazy as you'd like.
We honestly havent come up with a style for the kovan and ovedrite architecture so that can be experimented with if you'd like. Id actually like to see any ideas for a kovan or ovedrite styled map if you'd like to play around with that.
For package and naming conventions, Ive basically been doing the asym_ thing for most of the packages, but I havent been too strict about it.
If you have any suggestions for naming conventions that are more detailed or specific, I am open to any and all suggestions.
For the terrain maps, Rory has made the ones for our test map, and what Ive noticed is that the ones from your screenshots are very nice, are they stock? We can work on a few terrain maps to get a few more in the works, then you will have a few more to play around with.
As for the skyboxes, I made the skybox for the test map, and I honestly think it sucks, so we can try to make some skyboxes but Im not sure how well they will turn out.
We are trying to be TC with this mod, but we can use stock textures for terrain right now to get the levels going, then create custom maps to replace them with at a later time.
Hope that helps in addition to kris's comments _________________ -Jason
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DGUnreal Sharpshooter
Joined: 23 Aug 2006 Posts: 25 Location: BC Canada
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Posted: Sat Aug 26, 2006 5:26 pm Post subject: |
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By "75%" complete, I assumed that included all assets such as staticmeshes and textures. These two are 80% of the TC process.
| bw wrote: |
I think kris has covered most of the main points, and yes the ecosystem can be as diverse, and crazy as you'd like.
We honestly havent come up with a style for the kovan and ovedrite architecture so that can be experimented with if you'd like. Id actually like to see any ideas for a kovan or ovedrite styled map if you'd like to play around with that.
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It would be good to nail down some eco and architecture guidelines to some degree.
The planet can easily support the various ecosystems that I mentioned, but it might be interesting to go with some non-earth like plants and such (see my UT2k4 SandStone map for an example of this, anything named DG- is mine, anything DG_ is taken from Epic stock), perhaps even multiple moons, etc.
The architecture doesn't necessarily have to be defined as rigid as say "roman vs victorian", but even something like wood/steel vs rock/marble. Something to differentiate the races. Even differing colorsets for the races, which can be utilized on both skins and textures.
| bw wrote: |
For package and naming conventions, Ive basically been doing the asym_ thing for most of the packages, but I havent been too strict about it.
If you have any suggestions for naming conventions that are more detailed or specific, I am open to any and all suggestions.
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I do have a strict and well organized naming system that I use.
I can email it to one of you.
| bw wrote: |
For the terrain maps, Rory has made the ones for our test map, and what Ive noticed is that the ones from your screenshots are very nice, are they stock? We can work on a few terrain maps to get a few more in the works, then you will have a few more to play around with.
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I create all of my own custom terrains.
My process has been developed over the past few years to where I can generate very realistic environments. I use a variety of software including a custom application that I wrote, a new high-end 3D version of it is in the works. It is available to UE licensees only though.
| bw wrote: |
As for the skyboxes, I made the skybox for the test map, and I honestly think it sucks, so we can try to make some skyboxes but Im not sure how well they will turn out.
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I can do decent textures (or staticmeshes or levels) but rarely have enough time to do them all. Good skybox texture sets take a lot of time to create.
Hipshot would be the person to locate and see if he has any new skybox packs. I use his skybox pack on almost all of my maps. _________________ DGUnreal Lead Designer and Engineer
Game Designer/Programmer since 1982
· Visit the DGUnreal web site
Level Designer UE1 · UE2 · UE2.5 · UE3
Maps for UT · U2:XMP · T:V · UT2004 |
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bw Squad Leader

Joined: 06 Mar 2005 Posts: 789 Location: Cylon-occupied Caprica
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Posted: Sat Aug 26, 2006 10:32 pm Post subject: |
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Sorry on the 75%. We were trying to take everything into account that we have done for the mod, and our gameplay assets are finished, but terrain assets and map specific stuff havent been done. Its our first mod so we jumped the gun a little
For the architecture, I do think that we should define the arcitecture and I think we can do that by looking at the races and what they're roles are within the game. Perhaps that can help us derive their architectural styles. Examples being the Kovan with honor/value driven society, might indicate a religious/spiritual basis, so perhaps their architecture melds that of eastern and western religious buildings (churches, mosques, shrines, etc.). For the ovedrites, they are large (twice the size of human), and are composed of rock type materials. Perhaps they live in "of the earth" style cities, where things are a little rougher, then we can contrast that with the technology of Planeta to create a unique environment.
I love the idea of non earth like plants. I think we can have a lot of that through out all the maps of the mod.
Naming conventions are a great thing, and Id like to use them properly and professionally, so if you'd like to email your scheme to the asymgame account we can start implementing new conventions right away. This mod is intended to help us all get jobs in the gaming industry so doing things the right way is very important.
Im excited to see some of the custom terrains you come up with in asym maps, and I feel that we should work to create a consistent style across all of our terrains to keep the level of quality high for each map, so maybe we can work something out where you can give critique for the existing map, as well as any other maps we create.
With regard to SM, Skyboxes, and Levels, We can work with your schedule to get the levels made and ready to go. That means we can take anything that your schedule permits, and will work with you to make any static meshes you may need, skyboxes, textures, etc.
I hope that covers some things, and we can discuss specific styles and level ideas at your leisure to get the ball rolling. _________________ -Jason
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DGUnreal Sharpshooter
Joined: 23 Aug 2006 Posts: 25 Location: BC Canada
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Posted: Mon Aug 28, 2006 1:13 pm Post subject: |
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| bw wrote: |
... I do think that we should define the arcitecture ...
... I love the idea of non earth like plants....
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It would be great if the artists and modelers could create a good number of base stock assets that any level designers can use in their maps.
Such as terrain textures, skybox sets, various flora (trees, shrubs, grasses), four or five various small to large buildings, deco items such as lamp-posts, walls, spires, barrels, crates, lifts, etc.
| bw wrote: |
Im excited to see some of the custom terrains you come up with in asym maps, and I feel that we should work to create a consistent style across all of our terrains to keep the level of quality high for each map, so maybe we can work something out where you can give critique for the existing map, as well as any other maps we create.
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I still need to see your current alpha, which will give me a better grasp of the gameplay and what styles of terrain will apply. _________________ DGUnreal Lead Designer and Engineer
Game Designer/Programmer since 1982
· Visit the DGUnreal web site
Level Designer UE1 · UE2 · UE2.5 · UE3
Maps for UT · U2:XMP · T:V · UT2004 |
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zombiewoof Sharpshooter
Joined: 21 Aug 2006 Posts: 28 Location: Oakland California
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Posted: Tue Aug 29, 2006 11:23 am Post subject: |
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I have started some terrain for a map. Will cut and paste from existing map for the moment (Unless there are asset conflicts in an 'ons' map - it's nice to summon various ons vehicles to get around in etc...)
If there is some concept art to model from i could give that a shot. I'm going to purchase XSI Foundation in a couple of days, meaning that I won't have the Mod tool limitation of not being able to save/load textures/shaders, meaning I won't be limited to external clips
Also, is the troop carrier the only vehicle in this mod?
I have run around in the test map a bit. I'm gathering that a lot of things havn't been tied together yet. Is there a changelog on this site? If not that would be a handy addition. _________________ In modern thought
If not in fact,
Nothing is,
Which doesn't act.
That is reakoned wisdom which,
Describes the scratch,
But not the itch. Marshall Macluhan (quoting annonymous) |
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zombiewoof Sharpshooter
Joined: 21 Aug 2006 Posts: 28 Location: Oakland California
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Posted: Tue Sep 05, 2006 2:04 am Post subject: |
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ok,
Here, before i go any further....
So things are bigger for this mod, So I need to know If this terrain is too big.
more...uh...nodes?
[img]
[img]
I know it's H U G E ! ! !
It will be easier to fix at this point if neccessary. _________________ In modern thought
If not in fact,
Nothing is,
Which doesn't act.
That is reakoned wisdom which,
Describes the scratch,
But not the itch. Marshall Macluhan (quoting annonymous) |
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bw Squad Leader

Joined: 06 Mar 2005 Posts: 789 Location: Cylon-occupied Caprica
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Posted: Tue Sep 05, 2006 10:07 am Post subject: |
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Yeah thats definitely hugemongous.
Id say its probably a little too big, but we can sort that out later.
Right now what I'd like to do is get you access to the private dev forum, so that you can get caught up with what we are doing with mapping.
To gain access to the forum, Ill need you to sign or E-sign our NDA form and send it back to asymgame@gmail.com I think you sent me a question regarding the NDA.
Once that is done, Ill get you added to the private forum so you can see whats going on with our mapping plan details etc. _________________ -Jason
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Lee3dee Engineer

Joined: 24 Aug 2006 Posts: 31 Location: Manalapan, NJ
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Posted: Wed Sep 06, 2006 10:28 am Post subject: |
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can you send me an NDA also? I'm looking forward to working on this project with everyone  _________________ Level Designer
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zombiewoof Sharpshooter
Joined: 21 Aug 2006 Posts: 28 Location: Oakland California
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Posted: Wed Sep 06, 2006 2:21 pm Post subject: |
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howdy! _________________ In modern thought
If not in fact,
Nothing is,
Which doesn't act.
That is reakoned wisdom which,
Describes the scratch,
But not the itch. Marshall Macluhan (quoting annonymous) |
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zombiewoof Sharpshooter
Joined: 21 Aug 2006 Posts: 28 Location: Oakland California
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Posted: Thu Sep 07, 2006 8:27 pm Post subject: |
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| bw wrote: | Yeah thats definitely hugemongous.
Id say its probably a little too big, but we can sort that out later.
Right now what I'd like to do is get you access to the private dev forum, so that you can get caught up with what we are doing with mapping.
To gain access to the forum, Ill need you to sign or E-sign our NDA form and send it back to asymgame@gmail.com I think you sent me a question regarding the NDA.
Once that is done, Ill get you added to the private forum so you can see whats going on with our mapping plan details etc. |
So, did youz guyz get my thing? Ima notta seein no alternaten threads hea.  _________________ In modern thought
If not in fact,
Nothing is,
Which doesn't act.
That is reakoned wisdom which,
Describes the scratch,
But not the itch. Marshall Macluhan (quoting annonymous) |
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animagnum Squad Leader

Joined: 03 Mar 2005 Posts: 568 Location: Cylon-occupied Geminon
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Posted: Thu Sep 07, 2006 9:38 pm Post subject: |
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Got it, you should be able to see the other threads now. _________________
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