• Centration - The paranoid, toolbox smashing and monkey throwing space station simulator
    608 replies, posted
[QUOTE=DBFT;37335274]I didn't see fire mentioned. Will there be fire? Specifically [i]flamethrowers[/i]?[/QUOTE] I don't see why you can't hook something flammable up with a pipe and some other bits and bobs and make one? ;-) [editline]21st August 2012[/editline] [QUOTE=adamater;37335411]Complexity for the sake of complexity is stupid, no one wants to have to push 8 buttons to reload a gun. This isn't "realistic" either, as you can reload a gun without looking at it, without looking for the other mag either.[/QUOTE] It's a lot simpler once you get used to the context commands - although that isn't to say we might not just add a 'tap R to reload' perk for security-class players.
[QUOTE=Ter13;37335409]Is that anything like a dirty sanchez?[/QUOTE] Nah, it's just planting bombs all over the station, and as you detonate them, start playing "Cuban Pete" over the radio or the intercom. Well, it's still pretty awesome.
[QUOTE=hayoye111;37335452]Nah, it's just planting bombs all over the station, and as you detonate them, start playing "Cuban Pete" over the radio or the intercom. Well, it's still pretty awesome.[/QUOTE] Considering VOIP will be a big part of Centration, I can see this actually happening and a lot of people being rather annoyed with you. :P
[QUOTE=adamater;37335411]Complexity for the sake of complexity is stupid, no one wants to have to push 8 buttons to reload a gun. This isn't "realistic" either, as you can reload a gun without looking at it, without looking for the other mag either.[/QUOTE] Well, you can't please everyone, but again, we're going to play with it in beta. If we determine that it's broken beyond repair, we'll adjust it. But again, this isn't Halo. If you want to play Halo... Buy Halo. Edit: To reiterate, though, your likelihood of running into assault rifles in game are almost zero. You're a lot more likely to be fighting with wrenches than you are to be gunning down crewmates in space. Even then, we're trying to put violence on the back burner whilst still having it possible. This isn't "Toolbox Noobs and Stuff them in Closets 13". We're really trying to reinforce cooperative gameplay elements and strategic, skill-based combat mechanics.
[QUOTE=noms;37335458]Considering VOIP will be a big part of Centration, I can see this actually happening and a lot of people being rather annoyed with you. :P[/QUOTE] You can't complain if you've been sucked out of the ship due to hull breaches, can you?
[QUOTE=adamater;37335411]Complexity for the sake of complexity is stupid, no one wants to have to push 8 buttons to reload a gun. This isn't "realistic" either, as you can reload a gun without looking at it, without looking for the other mag either.[/QUOTE] You should try "Receiver". You need to manipulate each part of a gun independently, and it takes some time to get used to it, but with a bit of practice, you can do it fairly quickly, and it helps a lot with the immersion because you actually feel like you have a dangerous, complicated piece of machinery designed to kill and destroy in your hands.
[QUOTE=noms;37335423]I don't see why you can't hook something flammable up with a pipe and some other bits and bobs and make one? ;-) [editline]21st August 2012[/editline][/QUOTE] Fire is something that may not be immediately available upon beta release. Optimally, we want to include flammable gases, but tracking nodal gas distributions, and actually making gas distributions pool by molecular weight is going to be something we might push off for the sake of sanity in the first release cycle. Flamethrower like objects can be faked in the meantime, however, with prefab objects. We do have a tech requirement for a welder-like tool for the higher-permission engineers that work on the external hull of the station. I presume, we'd permit the knob to be adjusted to fiddle with the oxygen/gas mixture to allow for a bigger flame vs a hotter flame. As for building things from loose parts, right now our electrical and mechanical systems are based around the idea of macro construction, and not handheld construction. Eventually, I'd like to implement some sort of method for ripping apart and modifying circuit boards, taping them down to objects, and modifying their behaviors. Again, it's kind of a meta-goal, which will wind up being pushed off somewhere down the update schedule while we punch out the core features for alpha and beta. EDITS: And with that, folks, I leave you in noms' capable hands. I'm off to bed for the night, but I'll poke back in later to see if there are any questions I can answer at a technical level.
Can we get a little more info on how the security role will play out? What is there to security and what can they do other than harmbatoning players and farting on bedcuffed prisoner's faces?
[QUOTE=latin_geek;37335303]That seems way overcomplicated[/QUOTE] I think the reload should be something like press R and then it unloads the gun putting the clip in your inventory. To put in another clip you gotta go to your inventory/belt and doe something (can really think of something good)
Unreal Engine 3 is fantastic and 4 is even better, I really wanted to learn it but I really hate its mapping editor. One of these days I'll get over it and learn. [editline]21st August 2012[/editline] Is it also possible I can get a premium membershipthingy etc even though its closed by dumping money into your pockets?
[QUOTE=DBFT;37335629]Can we get a little more info on how the security role will play out? What is there to security and what can they do other than harmbatoning players and farting on bedcuffed prisoner's faces?[/QUOTE] As I mentioned before, the in-game 'points' or 'credits' system will be governed by what we're referring to as mini-objectives during a game - for example, in the case of your question, a Security officer has various responsibilities to do during his or her 'shift', such as patrol certain routes of the station, investigate missing equipment, check on safety equipment, respond to calls for help, and guard any detained personnel. This also leads to interesting scenarios, where a security officer's patrol takes them to an area that someone is attempting to stuff a body under the floor tiles.
Since there will be a monetary system in place, I image it will be possible to bribe security officers this time around.
[QUOTE=hayoye111;37335999]Since there will be a monetary system in place, I image it will be possible to bribe security officers this time around.[/QUOTE] I'm not too sure about that. Having any form of trading of this monetary system will open doors for people to 'sell' money in-game for real-world money, and we definitely do not want that to happen. We'll talk about it within the team a bit to see what we can come up with, because bribing security or other players is a neat feature.
Oh, I was under the impression that you only earned credit that would only last one round or something. How is death going to be handled? [editline]21st August 2012[/editline] I.E. What is going to last for only the round or match (full looting available?) and what will be permanently bound to your character? When you die, do you only respawn at the start of a new round?
[QUOTE=noms;37336133]I'm not too sure about that. Having any form of trading of this monetary system will open doors for people to 'sell' money in-game for real-world money, and we definitely do not want that to happen. We'll talk about it within the team a bit to see what we can come up with, because bribing security or other players is a neat feature.[/QUOTE] How about credits that, for immersive reasons, players gain through paychecks given by whoever employs them? In reality, these creds are only good for, say, purchasing food and drinks from vending machines, or other useless things. All of these credits cannot be bought with real money, same with anything else. [b]Edit:[/b] which reminds me, will players need to drink/eat every once in a while? Starving or being very thirsty won't kill you or anything since that would take days to actually happen, but simply impairs you?
[QUOTE=hayoye111;37336162]Oh, I was under the impression that you only earned credit that would only last one round or something. How is death going to be handled? [editline]21st August 2012[/editline] I.E. What is going to last for only the round or match (full looting available?) and what will be permanently bound to your character? When you die, do you only respawn at the start of a new round?[/QUOTE] If your character dies during a round, he's dead for the entire round. The only way to keep playing on that round is to rejoin with a different character. You may observe the round, however and communicate with other dead folks - naturally you won't want to do that for a round that lasts a few hours, so joining with a different character is always an option. In terms of loot, if you kill someone you can take whatever they have on - however an unconfirmed thing I might mention is that if they have premium items and you do not have a premium account, they retain the items on their persistent character and you can use them for the rest of the round. Seems the best way to handle it. [editline]21st August 2012[/editline] [QUOTE=DBFT;37336219]How about credits that, for immersive reasons, players gain through paychecks given by whoever employs them? In reality, these creds are only good for, say, purchasing food and drinks from vending machines, or other useless things. All of these credits cannot be bought with real money, same with anything else. [b]Edit:[/b] which reminds me, will players need to drink/eat every once in a while? Starving or being very thirsty won't kill you or anything since that would take days to actually happen, but simply impairs you?[/QUOTE] It's an idea to have credits/payments a once-per-round feature, that'll prevent real-world selling of credits. And things like purchasing food, drink, items from the quartermaster, etc, will be available. You don't need food or drink to -live-, as we know how annoying these features can be - but drinking and eating can have different effects on you based on what they are - for example if you drink an energy drink, you move a tiny bit faster than usual, or if you eat a huge greasy cheeseburger, you get tired and move a little slower. Tiny differences minuscule enough not to matter that much, but during a slugfest, that heavy cheeseburger might mean the difference between life and death. Ignoring the fact that can someone could have poisoned it ;-)
snip not sure what happened here! edit: so what tried to say before in response to what noms said about players rejoining, won't there be the issue of grudge kills and metagaming? I mean, I get killed by a traitor or something, and when I rejoin I'll know who to go for. Sure, server rules might enforce against this but then there's the issue of knowing that I can't do anything until the person makes a move on me.
Well, maybe a serverside option to ban or kick people using the same IP. Anyway, you still have to buy a second account, so it won't be as bad as SS13 in that respect.
Oh, so it's one character per account? I thought there were multiple. How deep is player customization? Can I get a pink fro and be albino in terms of skin paleness?
[QUOTE=DBFT;37336289]snip not sure what happened here! edit: so what tried to say before in response to what noms said about players rejoining, won't there be the issue of grudge kills and metagaming? I mean, I get killed by a traitor or something, and when I rejoin I'll know who to go for. Sure, server rules might enforce against this but then there's the issue of knowing that I can't do anything until the person makes a move on me.[/QUOTE] Yeah this is going to be an issue, but at the end of the day it's for the server admin to control - they can disable rejoining from a game account at all, or allow it and try to control meta-gaming themselves. [editline]21st August 2012[/editline] [QUOTE=DBFT;37336366]Oh, so it's one character per account? I thought there were multiple. How deep is player customization? Can I get a pink fro and be albino in terms of skin paleness?[/QUOTE] No, you can have multiple characters (unconfirmed as to how many, probably 2 or 3) but you can only use persistent stats on one at a time - so if you want to train your skills/perks in a specific category, you'll have to switch around a lot - meaning any secondary characters you use will be kind-of standard boring ones. Also character customisation is going to be quite impressive - we're aiming to go beyond Skyrim and provide as many options as possible.
[url]http://www.facepunch.com/showthread.php?t=1206444&p=37333914&viewfull=1#post37333914[/url] [url]http://www.facepunch.com/showthread.php?t=1206444&p=37333931&viewfull=1#post37333931[/url] Did you guys just say Unity is shit? Dead Snipe is an idiot so fuck him, noms I thought you would have known better than to call a free development kit that runs on PC, Mac, Linux, Android, iOS, WII, Xbox360, PS3 and many other devices shit. Good luck seeing UDK doing any of that because it doest even have an asset store. [editline]21st August 2012[/editline] I do like UDK too by the way, I'm just defending Unity too.
[QUOTE=Dead snipe;37333876]get off your high horse, your implications that i'm a little shit and you are somehow superior is just showing how angry you are getting over someone not worshiping you. it does fucking matter, considering you leaking the source and then 5 years later coming back and screaming about your new glorious SS13 that is so fucking great and runs on unity is the best and we should all buy it good job, you're pulling the LALALALA CAN'T HEAR YOU treatment.[/QUOTE] No, he's angry because you're acting like a giant asshole. You make a big fuss out of nothing. You ruined an entire page. Be glad he's fucking make Centration and get off your high horse.
[QUOTE=Canary;37336720][url]http://www.facepunch.com/showthread.php?t=1206444&p=37333914&viewfull=1#post37333914[/url] [url]http://www.facepunch.com/showthread.php?t=1206444&p=37333931&viewfull=1#post37333931[/url] Did you guys just say Unity is shit? Dead Snipe is an idiot so fuck him, noms I thought you would have known better than to call a free development kit that runs on PC, Mac, Linux, Android, iOS, WII, Xbox360, PS3 and many other devices shit. Good luck seeing UDK doing any of that because it doest even have an asset store. [editline]21st August 2012[/editline] I do like UDK too by the way, I'm just defending Unity too.[/QUOTE] It's not that it's "shit", that was perhaps the wrong wording to use - It doesn't have the feature-set we need in order to make Centration as awesome as it can be. There are various reasons we chose UDK over Unity, including the lack of features, steamworks integration and the hugely poor multiplayer support (even with third party tools). Once again, that was the wrong word to use, and I apologise.
I just want to steal all the wiring and hide in a crawlspace as people blunder around in the dark.
So what the fuck happened to this thread? Will you people stop whining, what you want a SS13 remake for free? Oh yeah nevermind how much it takes to make everything, we should all work for free because money is meaningless. Not even the 2D remake of SS13 will be free. You put down a lot of work into something and you want something in return. I'm quite sure the cashier doesn't accept "the good feeling of all those playing my free game" as currency. No-one is forcing you to buy the game, you don't want it? Don't buy it, SS13 isn't going to go away.
The thing I liked about SS13 was the sheer ridculousness of the whole situation. This game is slowly becoming unappealing to me, while it sounds cool, Im not really into the whole GRIMDARK type atmosphere this game is going for. On a different note, will an AI be featured in the game?
[QUOTE=dvc;37338094]The thing I liked about SS13 was the sheer ridculousness of the whole situation. This game is slowly becoming unappealing to me, while it sounds cool, Im not really into the whole GRIMDARK type atmosphere this game is going for. On a different note, will an AI be featured in the game?[/QUOTE] Quite sure it will be more "realistic" than "grimdark" (as in, it's grimdark compared to SS13), so not WH40k grimdark, more like real world grimdark (though sometimes the latter surpasses the former in grimdarkness). I'm actually happy about the direction for vanilla, non-serious servers for SS13 are fun the first times, but when half the crew is riding around in a clownmobile while a huge .gif of Gabe Newell hovers over the bar, it gets old fast. Apparently it will be moddable though, so I'd imagine the Clown will end up in game quite quickly (hence why I said vanilla). Anyway noms, how will the rest of the station be? I mean the two screens we got now show very dark corridors, but will places like the bar/recreation area be less dark? It makes sense for maintenance tunnels to be less lit, but wouldn't make much sense for the bar or medical area.
A good reference on style would be Dead Space. We've drawn a lot of visual inspiration from stuff from Dead Space, Alien Swarm, Alien, and Mass Effect.
Like this: [IMG_Thumb]http://3.bp.blogspot.com/_zbFgOJL4VTQ/TL2ST5wUe_I/AAAAAAAAAcI/OTXIFH_G3m8/s1600/SamBrown-167-env13b.jpg[/IMG_thumb] Or: [IMG_thumb]http://i1220.photobucket.com/albums/dd458/alangrayhawk/puttingtominhisplacelit_texture.jpg[/IMG_thumb]
[QUOTE=pip12345;37338497]Like this: [IMG_Thumb]http://3.bp.blogspot.com/_zbFgOJL4VTQ/TL2ST5wUe_I/AAAAAAAAAcI/OTXIFH_G3m8/s1600/SamBrown-167-env13b.jpg[/IMG_thumb] Or: [IMG_thumb]http://i1220.photobucket.com/albums/dd458/alangrayhawk/puttingtominhisplacelit_texture.jpg[/IMG_thumb][/QUOTE] Question or statement? I'm not sure who is a dev and who isn't in this thread.
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