Lt. Commander
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# 1 The Foundry, an observation.
11-23-2010, 10:12 AM
I just had an observation I thought 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."
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# 2
11-23-2010, 12:19 PM
Is this a joke?
Lt. Commander
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# 3
11-23-2010, 12:22 PM
Quote:
Originally Posted by SP3CTREnyc View Post
Is this a joke?
Why would you think I'm joking? In my opinion, the tutorial demonstrates the quintessential feature-set I'd like to see in the Foundry's Open Beta, so no, I'm not joking.

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# 4
11-23-2010, 12:36 PM
Except the tutorial only has the most basic features of STO. It isn't even relevant anymore. All it does is show you how to target, move, fire, and equip items.

I'd think you'd want to take the elements of the RA UH Borg missions, particularly the one where you have to diplo the Romulans into fighting for you. Of all missions in STO right now, to include the fourth devidian mission, I see it as containing the "quintessential feature-set" many, including you, would want to see in future STO content.
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# 5
11-23-2010, 12:56 PM
Quote:
Originally Posted by SP3CTREnyc View Post
Except the tutorial only has the most basic features of STO. It isn't even relevant anymore. All it does is show you how to target, move, fire, and equip items.
Perhaps I should explain the feature I'm thinking of, in more detail.

Lets break down what the tutorial has in ways of mission objectives:
  • Reach a location

  • Interact with object(s)

  • Interact with one object out of a group of objects!

  • Interact with an NPC and have multiple dialog entries.

  • Interact with objects to affect the environment (i.e. lowering the force-field, or beaming Borg drones into space).

  • Creating a group of NPC's some of which are hostile, others friendly, all responding to the encounter in differing ways.

  • Disabling a part of the player UI so that abilities and powers cannot be used while the mission's author doesn't want them to be active.

  • Placing items in containers (kit and rifle) and requiring the player to obtain the items and use them.

  • Two different dialog boxes that allow 'leading' the player around the story, normal dialogs and the help dialogs (the ones voiced by Mr. Quinto).
Quote:
Originally Posted by SP3CTREnyc View Post
I'd think you'd want to take the elements of the RA UH Borg missions, particularly the one where you have to diplo the Romulans into fighting for you. Of all missions in STO right now, to include the fourth devidian mission, I see it as containing the "quintessential feature-set" many, including you, would want to see in future STO content.
The mission you speak of is the exception and not the rule, therefore I wasn't looking at it as a template to emulate. I'd of course be thrilled if multiple-paths and branching storylines (as well as proper dialog-trees) were implemented, but I feel that would be hoping for too much, at least for now.

Heck, I can already see that some of the things I've put in the above-list can already be considered too much, but I'd still love to see them in a quintessential feature-set.

Also, I did say that's the feature-set I'd like to see in the start of the Foundry Open Beta, which would be a mere sub-set (I hope) of what the Foundry should be at it's actual release...
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# 6
11-23-2010, 01:32 PM
With due respect, we can talk about what we think needs to be in the Foundry, but until we actually get our hands on it we really don't know what is in the Foundry. I have lots of ideas for stories I'd like to tell but I have no idea if I will be able to do so with the tools I have. Maybe the constraints applied to me by the limited tool set will give me ideas for other stories.

In any case, we'll know where we are when the foundry open beta starts. After that, we can speak with more authority about what we would like to see added.

I hope that all made sense. It was so clear when I started writing it.

EB
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# 7
11-23-2010, 02:23 PM
Still it's great to see the enthusiastic reception
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# 8 Hints
11-23-2010, 09:53 PM
They drop hints in many interviews that they holding back on something because of the UCG. So how knows. It is clear form them custom built ships will be part of it because they plain for people to use it for the build a Enterprise contest.
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# 9
11-24-2010, 07:14 AM
Quote:
Originally Posted by LordOfPit View Post
The mission you speak of is the exception and not the rule, therefore I wasn't looking at it as a template to emulate. I'd of course be thrilled if multiple-paths and branching storylines (as well as proper dialog-trees) were implemented, but I feel that would be hoping for too much, at least for now.

Heck, I can already see that some of the things I've put in the above-list can already be considered too much, but I'd still love to see them in a quintessential feature-set.
I would also consider the tutorial to be an exception versus a rule within STO, but that's besides the point. I agree that there are elements to the tutorial that would be great to have as UGC developmental tools, and I hope that such things come packaged with Foundry. That said, I doubt toolbar deactivation will be packaged with foundry.

I would really like to see a lot of things on your list in a foundry update!

Quote:
Originally Posted by Sleeves
They drop hints in many interviews that they holding back on something because of the UCG. So how knows. It is clear form them custom built ships will be part of it because they plain for people to use it for the build a Enterprise contest.
I do think that the Enterprise-F tool will be something completely different from Foundry. I'm not even sure it'll be a building tool. I think we should just wait and see what Cryptic has in a few weeks
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# 10
11-24-2010, 07:44 AM
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.
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