Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
12-07-2010, 07:16 AM
Quote:
Originally Posted by Axterix
You can make costumes and use them in your current project. You cannot then save them, start up a different project, and use them again.

Something you'd want, if, for example, you were to use that same NPC ship in the follow up mission. You wouldn't want to have to recreate the uniforms and the notable NPCs like the captain.
I thought "importable projects" was supposed to cover this (mostly), but that's not on the roadmap as far as I can tell...

Although, if you're creating a large project, you're going to want/need backups - and I don't see any easy way to do that without saving it locally. e.g. accidentally delete a map, and there is no way to recover it etc.

For that reason, I do think the developers should seriously consider how to allow a player to save content to their PC, and from that potentially allow them a local 'archive' of editor content? (the savefile should contain the editor settings to create the object, not the object itself - thereby making it useless to hack).

---

I do like the list of upcoming features though - lots of fun to be had there!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42 SBP's Feature Request
12-07-2010, 10:02 AM
It's looking good! Here's my list of things to "look into" for the future:
  • A ranking system based on people's personal preferences
  • Be able to award items of no game value, this allows the ideas in the UGC Starbase to be enabled.
  • Specify pathing
  • Ability to copy/paste/move between maps
  • Ability to link multiple missions together (e.g., Make it easy for a player to find the next mission in the series)
  • Access to the physics engine so we can: Make it look as if an NPC has telekinesis, have objects float, have debris rain down, create a "balanced rock" puzzle, etc.
  • Random number generator - This will allow missions to have an unpredictable element
  • Creating/Storing variables at Mission scope based on actions performed, events triggered, or random numbers generated so they can be used to affect later actions
  • Add emotes to dialog options
  • Add ability to have BOs execute skills as a part of the storyline ( (e.g., have the doctor rez an NPC, Engineer to fabricate something, take cover behind a boulder [really good for cut scenes])
  • Have a spell checker and possibly a grammar checker
  • Be able to determine Player/BO Gender, faction, Race, Profession, Rank, Skills, Accolades
  • Detect time passed, either to trigger an event or as a quest time limit.
  • Start a timer that will trigger an event, Place a countdown timer on the PCs display Or have a computer voice provide a countdown (good for self-destructs)
  • Missions that can be marked as "holosuite", which means they can only be played at a holosuite, sold on the exchange, but do not generate rewards or grant experience.
  • Holosuite missions should allow content and NPCs from any Star Trek Era (e.g., Kirk/Spock/Enterprise) and be able to build missions from outside the Star Trek IP (e.g., Sherlock Holmes mystery)
  • Variable and no gravity for away-missions
  • Ability for players to specify personality for BOs that can be used by designers to select appropriate actors for actions and for specific dialog tracts (ideas)
  • Ability to create PvP content.
  • Localization to support multiple languages (e.g., English, French, German)
  • Checkboxes in the mission search to indicate acceptable languages (e.g., English, German)
  • Checkbox to view unranked missions
  • A process to automatically unpublish any mission ranked a one after 60 days and ranked a two after 90 days. This will help keep only the best content in the game and remove "junk".

Conversation Editor Wish List
Star Trek is known for its rich banter between the crew and powerful dialog, the UGC tools will need an equally powerful toolset to build missions that can do the Star Trek universe proud.
  • Debugger - Ability to run through and test the dialog options
  • Branching - A PC should have choices in the dialog that they can select (e.g., a choice they pic decides if the PC goes down a diplomatic path or a combat path to resolve the mission).
  • Conditions - There may be prerequisites that must occur before a conversation can take place (e.g., a doctor BO in the party) - if the condition is not met the dialog portion should be skip-able.
  • Speaker - The speaker of the line may not always be clear at design-time, as such a speaker should identified by NPC Name, or a combination of one or more: Profession, Race, skills, frade, gender, and faction. Combinations may be additive (e.g., Female+Doctor) or subtractive (e.g., Tactical - Klingon) [Note: these features are needed mostly for sparking BO banter]
  • Emotes: When a speaker speaks a line, they should be able to do an emote.
  • Robust - The dialog system must handle conversation where the PC is attacked and needs to temporarily break off dialog by being able to return to the dialog. However the system needs to know which conversations have already completed to ensure the correct dialog choice is being made.



Cut-scene Editor
Using a variation of the /demorecord feature a designer can setup a scenario (complete with npcs running scripts) and record it. The designer can then specify any character in the recording as either an NPC, the PC, or a BO of the PC (in space the ship could be designated as the player or an NPC). When the player sees the cut-scene, those characters are replaced as appropriate. This tool would also contain an editor and commands like fade-in/fade out (or convert to an video format where external editors could be used).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
12-07-2010, 12:06 PM
Wow. This is extremely ambitious, and if you can pull it off that will be a serious feather in the cap of Cryptic. Mission Architect in CoE is cool but the missions it creates are fairly linear. I get the distinct impression that there's much more variety possible in Foundry.

All the very best of luck!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
12-07-2010, 12:34 PM
Quote:
Originally Posted by Splutter
For that reason, I do think the developers should seriously consider how to allow a player to save content to their PC, and from that potentially allow them a local 'archive' of editor content? (the savefile should contain the editor settings to create the object, not the object itself - thereby making it useless to hack).!
Yeah. I'd like the ability to export and import various things from a local machine. Maps, costumes, and so on. That way, they are stored server side, but, if you need them, you can load up a project, export what you need, then go to the project that needs them and import them. Something I think is a must for revisiting locations and characters, especially as they increase customization allowed within the costume editor.

For that matter, it'll also allow you to set up a space map and then make a copy of it within the same scenario, although a copy button would be simpler for that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
12-07-2010, 12:57 PM
Just wanted to add my 2EC worth...

Can we have custom missions launch from Star Cluster maps? It will make the production of our own first contact and diplomatic missions much more in keeping with the rest of the game, and will allow us the ability to create whole new star systems that won't seem out of place on the normal map.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
12-07-2010, 01:37 PM
Great post! It gives us some things to look forward to. A lot of people have been waiting for those short term changes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
12-07-2010, 01:52 PM
Quote:
Originally Posted by ellbristow View Post
Just wanted to add my 2EC worth...

Can we have custom missions launch from Star Cluster maps? It will make the production of our own first contact and diplomatic missions much more in keeping with the rest of the game, and will allow us the ability to create whole new star systems that won't seem out of place on the normal map.
good idea, i was thinking something similar myself the other day. also helps when we need to start making system names up, to put them into the star clusters.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
12-07-2010, 02:35 PM
I am very happy about this communication! This gives me an perspective of what to expect, and defining the area of development options achievable. Please keep this going.

I am very happy that the music / sound effects are added into the game.I think this will give a great immersion perspective to the storytelling purposes and was high on my personal list.

As a suggestion, and I might have overlooked it: Duplicating contacts (e.g for Federation costume purposes) is a feature that might make life more convenient. Or is "Placement of auto-generated civilian populations" tied into this?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
12-07-2010, 03:44 PM
Quote:
Originally Posted by dstahl View Post
State of the Foundry

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.
very clever indeed. your actually fooling ppl into PAYING to make content for you..


very cost effective i must say.

in all fairness, authors of popular and well made missions should get paid for their work, not having to pay to do it.

and no, free game time is not "getting paid".
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
12-07-2010, 03:57 PM
Quote:
Originally Posted by Thorgald View Post
very clever indeed. your actually fooling ppl into PAYING to make content for you..


very cost effective i must say.

in all fairness, authors of popular and well made missions should get paid for their work, not having to pay to do it.

and no, free game time is not "getting paid".
Why can't the ability to make game content be intrinsically motivating?
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