The team is very excited about the response to the Foundry going into Open Beta. Already we have seen some great missions come in over the weekend and it shows a bright future ahead where the community has a direct impact on the stories being told throughout the galaxy. We are already passing around our favorite fan made missions internally, and I can say that we're impressed! We knew you could make awesome missions and considering the tools will improve over time, this is only going to get more awesome.
In the coming weeks we will be working diligently behind the scenes to address stability and scalability. The Foundry will be offline at times as we make large infrastructure updates to prepare Tribble and Holodeck for full scale production of the missions you'll be creating.
As we continue with this initial testing phase of the product, what follows is a basic Roadmap for where the Foundry is today, and what features and updates you can expect in the near future.
Foundry Launch – Beta Feature Goals
The following list of features are supported in the current Open Beta (v.03) release of The Foundry.
Play missions authored by the community
Search for missions in the new Remote Contact Tab by author or mission name
Browse mission ratings and descriptions
Rate the missions you've just played
Sign up to be a Reviewer and give early feedback on new missions
Share links to new missions via a short key code
Manage your Foundry Projects
All users can create new Foundry projects
Create test characters for testing missions in the isolated Foundry environment
Select whether the mission is for the Federation or KDF
Share the project with other players by publishing it
Monitor the publishing progress
New drag and drop flowchart-based mission editor
Customize the NPC that gives you the mission
Create and arrange mission objectives via drag and drop
Create objectives to interact with one or more objects on a map
Create objectives to defeat one or more enemy groups on a map
Create objectives to reach a location on a map
Create objectives to talk to one or more NPCs on a map
Create objectives that can take place on open-world social maps or custom maps
Combine objectives into a “Complete All” group of simultaneous mission objectives
Customize how transition between maps takes place, including prompts and text
Add custom pop-up prompts before or after objectives and map transitions
Creating your own Custom Maps in the Editor
Create your own maps based on existing pre-built space, ground, and interior maps
Create a completely custom space mission map
Edit these maps using an easy to work with two dimensional map view
Customize the location where players spawn into the map
Choose from a set of map backdrops (sky, sound, and lighting)
Place detail objects from a large library of different types of objects
Populate space maps with planets, rings, comets, and debris fields
Populate ground maps with buildings
Place contacts using pre-built costumes or custom costumes you make yourself
Place friendly or enemy encounters in your maps
Customize the positions and costumes for each actor in your encounters
Place “go to” markers that can be used to complete objectives
Place respawn points for players to help with mission flow and player defeat
Customize some behavior options for friendly and enemy groups
Mission previewing and personal testing
A method to preview your content while in the editor for testing while creating a project
Preview a mission from the beginning or from a specified objective
Preview an existing map to determine if it is one you might want to use
Kill enemies with one button press to speed up testing
Enter “God Mode” to make your test character temporarily invincible
Custom costume creator
Create ship or ground character costumes based on existing costume pieces
Edit and save costumes for use as contacts, enemy actors, or friendly actors
The Foundry for Star Trek Online is not complete. There are additional updates coming to fill out the feature set. Dates and feature sets for these updates are being determined, but the expectation is to provide regular updates in upcoming STO releases in 2011.
Longer Term Foundry Goals
The following features are also being tracked for future updates, but will take some time before they will be completed.
Improved ways for authors to collaborate on projects
Author rating based on overall ratings of missions they’ve created
Web access to searching Foundry-generated missions
Map Editor – Future Goals
Create fully customized interior layouts from room and hallway pieces
Place lights directly on a map
Use a random name generator for contacts and actors
Placing “anomaly” crafting nodes into maps
Custom behaviors for encounters (custom AI)
Placement of auto-generated civilian populations
The ability to create custom planetary surface (exterior) maps
3-D visualization while editing to improve placement of details
“Make a random map” option to speed up map creation
Mission Editor – Future Goals
Give the player quest items used by the mission
The ability to create content that takes place on the player’s own “bridge” interior
Custom cut scenes as part of the mission
Other Uses of Foundry Content
Using Foundry to create custom starship bridge and ship interiors
Using Foundry to create custom starbase interiors
Using Foundry to create PvP maps
Using Foundry to create Fleet Action maps
As you can see - there are a lot of great features coming for the Foundry. We are already seeing great missions with the features we have now and the power of the tools will grow over time while (hopefully) still retaining the simple learning curve.
We look forward to seeing what you can create in the Star Trek Online universe!
Please, please, please add:
Add in the ability to save and load costumes
Er..you can do that now. I edited every squad and loaded a premade custom costume. The entire npc random crew of a npc ship wore the AGT uniforms.
Love the Foundry, the potential is enormous AND what's really cool? I am 40 yrs old in animation/gamemaking/modeling Digital media degree course, and my teacher has followed STO foundry, he uses NeverwinterNIghts 2 as a reverse engineer game for projects in game making, i showed him stuff in a vid i did in Foundry, and he said if i make a narrated recording (i use fraps) of making a mission to publish, he will take it for extra credit Because it follows everything we learn on troubleshooting Flowcharts, assets etc.
Triggers are a way to make the game play react to the player’s actions
Show pop-up dialogs in response to a trigger
Spawn encounters in response to a trigger
Play music or sound effects in response to a trigger
Set a trigger on entering a volume
Set a trigger on killing an encounter
Set a trigger on interacting with an object
Set a trigger on talking with a contact
Hopefully the functionality of the triggers will improve over time to do more advanced things such as:
Add/Remove Objects On-The-Fly
Add (based on x,y,z co-ordinates) or remove objects on the map in response to a trigger on-the-fly (not limited to just one object, maybe multiple objects (grouped) at the same time or with an optional delay.
Design a map with an hidden object and have it become visible when a trigger is activated. Even better, the ability to add an optional effect (i.e. transporter beam effect) to the object as its becomes hidden/visible.
Multiple Effects With Time Delay
Activate multiple special effects in sequence with a configurable (optional) time delay in response to a trigger. (such as electrical sparks, followed by fire, then followed by smoke).
Control Basic NPC Behaviour
NPCs walk/run/sprint to one of the set waypoints depending on the trigger. (i.e. they flee or fight).
The ability to make NPCs do the Chicken dance at the push of a button (or more story relevant emotes ).