Lt. Commander
Join Date: Dec 2007
Posts: 120
# 221
01-01-2012, 03:10 AM
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.

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.
Okay. It's been 1 year and 1 month. And now it's 2012.

Please provide us with an update, dstahl. I'm sure we'd all greatly appreciate it!

Are you familiar with the Infamous 2 UGC Editor? The Foundry pales by comparison (and I say this with all due respect to you, sincerely), and it was made for a single player game, which as a result has a limited life cycle. I estimate that The Foundry only has about 5% of the features that are available in the Infamous 2 UGC Editor. If you've never seen it, please pick up a copy of the game and see it firsthand. It really will blow your mind.

Knowing there is something out there that puts The Foundry to shame is very disappointing for me personally. STO is an MMO -- its life cycle is undetermined and hopefully many, many years away. The things we could do if we had the Infamous 2 UGC Editor in STO would greatly benefit this game and could even be its saving grace. Not having it just makes me sad.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 222
01-08-2012, 02:16 PM
Quote:
Originally Posted by rswfire View Post
Okay. It's been 1 year and 1 month. And now it's 2012.

Please provide us with an update, dstahl. I'm sure we'd all greatly appreciate it!

Are you familiar with the Infamous 2 UGC Editor? The Foundry pales by comparison (and I say this with all due respect to you, sincerely), and it was made for a single player game, which as a result has a limited life cycle. I estimate that The Foundry only has about 5% of the features that are available in the Infamous 2 UGC Editor. If you've never seen it, please pick up a copy of the game and see it firsthand. It really will blow your mind.

Knowing there is something out there that puts The Foundry to shame is very disappointing for me personally. STO is an MMO -- its life cycle is undetermined and hopefully many, many years away. The things we could do if we had the Infamous 2 UGC Editor in STO would greatly benefit this game and could even be its saving grace. Not having it just makes me sad.
Dont count on it, modders could have done alot with improving it in the small time that it has been out but i have had the opportunity to check out the I2UGCE and it is awesome!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 223
01-10-2012, 01:15 AM
Imo, you should look long and hard at moving PvP map creation to a very short term goal and not a long term goal. PvP in general has been neglected. See DotA as example of custom map from a game (******** III) that people still play to this day.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 224
01-10-2012, 12:27 PM
Quote:
Originally Posted by Iamid
Imo, you should look long and hard at moving PvP map creation to a very short term goal and not a long term goal. PvP in general has been neglected. See DotA as example of custom map from a game (******** III) that people still play to this day.
If you gain nothing PvP, what is the point? So many games of the past have used that and it is was very very popular and this poor mans PvP is a complete joke. There is no reason for anyone to learn PvP, because their no risk.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 225
01-10-2012, 01:09 PM
Quote:
Originally Posted by Acidrain View Post
If you gain nothing PvP, what is the point? So many games of the past have used that and it is was very very popular and this poor mans PvP is a complete joke. There is no reason for anyone to learn PvP, because their no risk.
I'm not sure I get your objection to moving PvP Foundry map creation to the top of the priority list. I gave an example of user generated map from an old game which people still play because it's fun.

Also, I didn't mean Foundry mission PvP map creation as a PvP end game, but as a way to bridge the gap for more indepth PvP as well as being able to stand on its own once a more indepth and likely time consuming PvP gameplay is put into the game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 226
01-10-2012, 08:27 PM
Quote:
Originally Posted by Iamid
I'm not sure I get your objection to moving PvP Foundry map creation to the top of the priority list. I gave an example of user generated map from an old game which people still play because it's fun.

Also, I didn't mean Foundry mission PvP map creation as a PvP end game, but as a way to bridge the gap for more in-depth PvP as well as being able to stand on its own once a more in-depth and likely time consuming PvP game play is put into the game.
Ah, my apologizes i was simply pointing out that the PvP in this game is just nothing to be desired. I think what you have suggested would be a welcomed addition however at this point if they did it, they would have to add on some along the lines of a campaign system to and along with the introduction of starbases would also be great, but for them to introduce some type of generated system, no, but if they allowed the foundry to be used in creating content for such a process, more power to them and those that want to create it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 227 Foundry Editor
01-16-2012, 08:43 PM
I dont know what 2 UGC is - need enlighten here...

I just started last week and I find the editor very easy to use - took me an hour to make a space mission...

So if we can get more detailed that would be nice...authored missions into a subscription game? They should make us creators Gold !

I am only about 25% into what I can do with the editor right now but will work on it and my missions in the coming months...Beta 0.5 looks depressing though - lets get a move on PW.

Now back to the real game !

Cdr Hawkeyez
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 228
01-17-2012, 06:38 PM
Quote:
Originally Posted by rswfire View Post
Please provide us with an update, dstahl.
Dan Stahl left STO & Cryptic MONTHS ago, dude.
You wanna talk to Stephen D'angelo about this, bro.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 229
01-17-2012, 10:04 PM
Quote:
Originally Posted by Xavier_Q
Dan Stahl left STO & Cryptic MONTHS ago, dude.
You wanna talk to Stephen D'angelo about this, bro.
You should check the forum before posting assumptions.

Read Daniel Stahls last post (Click).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 230
01-18-2012, 12:47 PM
So...CaptainGeko talked about some really interesting Foundry related stuff in his interview with PodcastUGC this week. Wouldn't it be nifty if someone codified it into an official post of things they want to do for the future, what they hope to have out in the near term, etc.


Wouldn't that be great....
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