Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
11-24-2010, 08:36 AM
Quote:
Originally Posted by ryecrash View Post
Though I don't have the link, I remember reading a few days ago that the Enterprise F contest will be simply submitting artwork. The tool they referenced is a tool to upload an image.
Yeah I'm pretty sure of this too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
11-24-2010, 09:53 AM
Quote:
Originally Posted by LordOfPit View Post
I just had an observation I though I'd share.

"The moment we can re-create the current STO tutorial with the Foundry without cutscenes and voice overs, naturally, including every gameplay mechanic originally demonstrated by the existing tutorial we'll know we have an awesome tool-set to start developing with."
I completely disagree. Some of those tricks are hard coded and can be reasonably approximated by the player character actions of killing, clicking or moving, all of which have been confirmed by TauNeutrino. Exactly how all this works is a little up in the air until Foundry hits Tribble, but I am confident I can make an awesome story without cheap tricks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
11-24-2010, 09:58 AM
Quote:
Originally Posted by USS-Andromeda View Post
I completely disagree. Some of those tricks are hard coded and can be reasonably approximated by the player character actions of killing, clicking or moving, all of which have been confirmed by TauNeutrino. Exactly how all this works is a little up in the air until Foundry hits Tribble, but I am confident I can make an awesome story without cheap tricks.
one could also make an awesome story by taking power away from the player, vis a vis imprisonment or Q

hardly a cheap trick
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
11-24-2010, 12:08 PM
Quote:
Originally Posted by USS-Andromeda View Post
I completely disagree. Some of those tricks are hard coded and can be reasonably approximated by the player character actions of killing, clicking or moving, all of which have been confirmed by TauNeutrino. Exactly how all this works is a little up in the air until Foundry hits Tribble, but I am confident I can make an awesome story without cheap tricks.
I doubt any of the things on my list cannot be exposed to the Foundry tool-set. I do know however that some of the items on my list can never be approximated by simple kill/move/interact gameplay.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
11-24-2010, 12:32 PM
Quote:
Originally Posted by SP3CTREnyc
one could also make an awesome story by taking power away from the player, vis a vis imprisonment or Q

hardly a cheap trick
I did that borg mission once and had to beam out... it was kind of silly that it worked. I went back to ESD and bought more Hypos, then started almost where I left off.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
11-24-2010, 12:35 PM
Quote:
Originally Posted by LordOfPit View Post
I doubt any of the things on my list cannot be exposed to the Foundry tool-set. I do know however that some of the items on my list can never be approximated by simple kill/move/interact gameplay.
They COULD be added, but they aren't all necessary for a good story. Optional objectives and branching dialog are high on my list of things I would like implemented for a good story, but until they are implemented I will happily play Foundry missions and write them. They will be a MASSIVE improvement over boring exploration missions.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
11-24-2010, 12:42 PM
Quote:
Originally Posted by USS-Andromeda View Post
They COULD be added, but they aren't all necessary for a good story.
In my opinion, they're not necessary for a good story to be read through, they're necessary for a good story to be enjoyed playing through.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
11-26-2010, 11:41 PM
I agree with this post. I think he is saying that the basic features should be in to allow this that is all and that it then can open the door to more interesting things.

I hope that is the case and from some of the faqs it looks like it might be (yet sadly there is no post about creating custom interiors for missions in the faq) but we will see!

I do not want it to be like the city of heros creation system as it seemed very confusing and was restictive as you had only a set of premade maps you could work from and limited options that is why i think it did not really take off as well as it could have.

To be successful we need a toolset that is more akin to the spirit of biowares first Neverwinter Nights game (the second had a toolest that was a bit more complicated to use and i think never saw the sucess as the first one really did)

maybe not entirely that robust as it had a entire scripting system too.but in the sence of creating areas easily

we will see!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
11-27-2010, 12:00 AM
I agree with this post. I think he is saying that the basic features should be in to allow this that is all and that it then can open the door to more interesting things.

I hope that is the case and from some of the faqs it looks like it might be (yet sadly there is no post about creating custom interiors for missions in the faq) but we will see!

I do not want it to be like the city of heros creation system as it seemed very confusing and was restictive as you had only a set of premade maps you could work from and limited options that is why i think it did not really take off as well as it could have.

To be successful we need a toolset that is more akin to the spirit of biowares first Neverwinter Nights game (the second had a toolest that was a bit more complicated to use and i think never saw the sucess as the first one really did)

maybe not entirely that robust as it had a entire scripting system too.but in the sence of creating areas easily

we will see!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
11-29-2010, 08:29 AM
Quote:
Originally Posted by evenios View Post
I think he is saying that the basic features should be in to allow this that is all and that it then can open the door to more interesting things.
That's what I wanted to say, yes.

Quote:
Originally Posted by evenios View Post
...I do not want it to be like the city of heros creation system as it seemed very confusing and was restrictive as you had only a set of premade maps you could work from and limited options...
I think each tool-set will have its own limits and restrictions. The CoH tool-set focuses on concepts and aspects that the Foundry may not even consider important and vice versa.

I do not think, however, that the Foundry needs to be as complex as the Never Winter Night tool-set was although it wouldn't hurt if Cryptic took ideas from BioWare in many aspects of how STO should behave and play.
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