2010 / 08 / 28

The Crag

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For this update we wanted to talk about the Crag, the first of four different alien structures the alien commander will be able to build in NS2. It will be available in the next patch update.

 

 

Alien tech/upgrade structures are now built by the Commander instead of the Gorge. This means they can do a lot more than those in NS1. Right now every alien structure has three abilities – a “passive” ability that is always active or that players can use, a “triggerable” ability which is an area of effect ability the Commander uses, and a “targeted” ability which the Commander triggers on a target. These structure abilities are designed to allow the Commander to support players on the ground, without taking over the actual combat. Most commander abilities won’t deal damage and most will help teammates instead of affecting enemies.

The Crag fills the role of the Defensive Chambers, from NS1, providing Commander-researched, player-purchased, defensive-oriented upgrades. For example, Carapace (late game armor) and Feed for Skulks (health for eating corpses) and Bacteria for Gorges (upgraded health spray). The Crag’s bony shell helps serve as natural protection, making it one of the toughest alien structures to kill.

Unsurprisingly, the Crag’s passive ability is Heal. It automatically heals nearby alien players and structures, ala the old DCs from NS1. Its Triggerable ability is Umbra (sound familiar?), which when activated by the commander, creates a particulate cloud of gaseous smoke which pours from the holes in its shell, and fills up the surrounding area. This temporary cloud intercepts and disintegrates bullets, allowing through only half of the shots fired by Marine ballistic weapons (doesn’t affect flamethrowers, grenades, MASCs).

 

The Crag’s late-game “targeted” ability is…Babblers! If you played early versions of NS1, you may remember this fun but unrefined feature that allowed Gorges to spew out small creatures (they were scaled down Skulks running the Half-life Snark code!). Well, we are bringing those back, but making sure to give them their own model this time around. In NS2 they are controlled by the alien commander, who will unleash a multitude of these small cat sized critters from the various openings in the Crag’s shell which swarm around Marines, obscuring their sight somewhat, slowing them down and inflicting a small amount of damage.

Below is a sketch page showing a variety of possible designs for the look of these small creatures. We’ve narrowed the choice down to a few favorites, but have yet to decide on the final direction to go in, so we would love to hear your thoughts:

 

Of course the Crag is still in development and subject to change as we see how it works in-game, but we think we’ve got a good start. We hope you enjoyed this update and stay tuned for more alien structure reveals!

We are making good progress with physics, animation and networking bugs in the alpha and have many improvements and fixes in our new patch. Here’s the complete list:

Technical

* Fixed animation choppiness on player models
* Fixed client-side and server-side memory leaks
* Fixed bug where pressing Enter in the password dialog would append an invalid character to the password
* Fixed bug where the server browser (after starting a game) only listed LAN servers
* Fixed bug where using the subtractive blend mode for effects would somteimes corrupt the rendering
* Fixed bug where binding a server to a specific IP address would fail
* Fixed non-QWERTY or US keyboard layouts not working properly
* Fixed tilde for opening the console on some keyboards
* Fixed num lock not working when typing
* Fixed bug where Decoda would not properly launch a mod that had spaces in the directory name
* Fixed assert/crash when loading levels with certain types of concave faces
* Fixed bug where error messages would be reported incorrectly when a base class for a Lua class was not found
* Fixed timing discrepancies between the server and client when player input was processed (fixes shooting moving enemies)
* Fixed bug where the physics system was not properly reporting the material of hit surfaces
* Fixed bug where the disconnect message was printed multiple times in the log on the client when a server was shutdown
* Fixed bug where the mouse cursor was sometimes hidden in the main menu when a client was disconnected from the server
* Added keyboard repeat rate when typing
* Added additional error messages when a client disconnects from the server
* Added texture quality option to editor’s general settings
* Added support for setting string material parameters on RenderModels
* Added the ability to connect to a server with a password from the console
* Added “sound_debug 1″ in “dev” mode for finding sound problems (helpful for mod authors)
* Changed the cursor color in Deco/da to be the inverse of the background color
* Synchronized the “fullscreen” check box with the current window state
* Added Overview application for generating minimaps

Game

* Added doors. They open and close for players, but can also be “hacked” by a marine Commander. They can also be locked (locks will be able to be destroyed by alien growth in the future).
* New Commander tooltips that show you cost, requirements, cost, for most upgrades, structures and abilities.
* Fixed many sound problems (ricochets, spawn sounds, etc.).
* Fixed problem with running out of spawn points and falling through the world
* Fixed problem where multiple upgrades of the same type couldn’t be performed (ie, more than one advanced armory).
* Alien morphing is no longer instant – you turn into an egg and go third-person for a time.
* Can no longer recycle occupied Command Stations.
* Commanders never collide with anything.
* Gorge spit and spray now fire instantly (you don’t have to switch “modes”).
* Added parasite ability to Skulk! Hive sight isn’t currently enabled though.
* Marines no longer start with an infantry portal – they must build one. Infantry Portals must be built near a Command Station.
* Hives start with 3 Drifters and Command Stations start with 2 MACs.
* Marines can now help build structures like in NS1 (needs audio/visual effects still).
* Scoreboard now shows colored numbers instead of colored bars.
* Fixed problem where new hives didn’t visually smash through tech point.
* Added commander hotkeys (but only working for alien Commander at the moment).
* Fixed problem where non-Commanding marines didn’t get killed when closed in a Command Station.
* Added death animations and ragdolls to most structures and players.
* Fixed many commander icons.

Assets

* Many updated sound effects and updated reverb settings.
* ns2_tram updates.
* Many new MAC voiceovers and tuned him to be less repetitive.
* Added rifle sound variations.
* More sci-fi rifle reload, better sounding shotgun fire.
* Added sound variations and improvements to Gorge and Lerk.

2010 / 07 / 30

物竞天择2 Alpha测试补丁发布!

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中文编译来源:ONOS.CC_Vassiliev
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几天前我们向逾16000位预订了豪华版的玩家发布了NS2 Alpha测试版,这在游戏产业中十分少见——事实上,我们还真想不出来还有哪个游戏的Alpha测试是在朋友亲戚之外进行的,更别提一下让这么一大群人参与了。

从40个内部测试者到16000人民群众的跨越带来了势头比98年大洪水还凶勐的一波反馈和bug报告。我们表示压力很大,不过正以最大的努力阅读那些报告,修正那些问题,而今天我们将发布一套补丁中的第一个,它将在你们登陆steam时自动开始下载,我们作出的改进如下:

 

2010 / 07 / 27

物竞天择2 Alpha测试就在今晚!

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中文编译来源:ONOS.CC_Vassiliev
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游戏前须知:为了保证你能准时地沉浸在游戏中,你需要认证一段用来激活Alpha测试以及陆战队黑甲的Steam代码,我们将于晚上6点(格林威治标准时间27日凌晨1时)(北京时间早9时)把认证代码通过邮件方式发送给你。

你可以在收到邮件之前就下载NS2,不过如果你不输入代码的话游戏会提示你输入后再进入。你只需要这样做一次。

大家好!

UW已经不分昼夜热火朝天干了几个月的活儿!今天,我终于能荣幸地告知大家:你们中的很多人今天可以玩到NS2了!

就在两周前,当我们宣布开放Alpha测试的决定时,我们知道前面还有海量的工作要做。那个时候游戏的一些核心设计工作仍在扫尾,我们必须得快马加鞭。不过我们已经付出了如此多的努力,我们知道我们可以做到——筚路蓝缕,以启山林。


发生在Hive房间的激战

今晚你们将能玩到最终将会变成完整版NS2的游戏。我们恳切地希望你们能明白,这是一个测试版,它还有很多不足。游戏的中弹判定系统还存在一些主要问题我们无法及时在今晚之前修正、我们在最后一刻不得不删减一些有问题的功能、还有一些Skulk钻不进去的通风管、Lerk飞行时的操纵感不大对劲、你可能会在某些地方看到一些开发用纹理材质、优化尚待改善、等等。所以这个测试版离“完美”还差得很远——我们也没有奢望过它能达到那个水平。
 

As you all know, we strongly value our ties to you, the community. When we released NS v1.0 after 18 months (games were easier back then!), in some ways that really marked the beginning of the game’s development, not the end of it. Over the course of five or so years and around 20 versions, the game changed remarkably. Some may argue it actually changed too much, but I believe the “spirit” of the game was always preserved. Maps, abilities and balance changed, but teamwork, depth and atmosphere remained. It’s also much more gratifying to work on a game that people are playing, and many bugs and issues that would be hard to track down ourselves are revealed instantly under the communal magnifying glass of many thousands of players.

So releasing new versions and taking feedback is in our blood. Even though NS2 is a commercial game, we pursued this approach with our developer blog updates, early tools releases and engine test. This is especially helpful for us making a PC game, because the few computers we have around the office are not nearly enough for compatibility testing. We’ve also used this “open” approach to help run our business and stay independent – by giving out stuff earlier, we encourage people to buy earlier, which means we can fund the company without having a publisher involved. Remaining independent is not without its drawbacks, but was the right choice for us and has allowed us to build a proper sequel worthy of the original.