• Centration - The paranoid, toolbox smashing and monkey throwing space station simulator
    608 replies, posted
[QUOTE=Ninja Gnome;37344876]I've never understood how it is possible that this game can produce as much drama as it does[/QUOTE] That's because spessmehn r srs bsnss.
Will you be able to add onto the station or manually pilot shuttles? That would be pretty cool
Can we get an ETA on a gameplay video?
Will you be able to commit suicide ? Because it would be cool to kill someone and make it look like suicide or to rather kill yourself then let someone else get you .
[QUOTE=Satansick;37348588]Will you be able to commit suicide ? Because it would be cool to kill someone and make it look like suicide or to rather kill yourself then let someone else get you .[/QUOTE] But why would anyone ever legitimately kill themselves?
I really don't have time to read through the whole thread so I'm sorry if this has already been answered, but are there any videos of this yet? Sounds like an awesome concept
[QUOTE=ZenX2;37347844]Will you be able to add onto the station or manually pilot shuttles? That would be pretty cool[/QUOTE] We're prototyping a system that will allow the fabrication of entire modules, and manual shuttle piloting is planned. Of course, the module fabrication system is sort of a hacky way of dealing with station construction in UDK. We have to use larger components to construct rooms due to the way batching and lighting work in UDK, and we can't just make everything out of tiles without essentially making the game unplayable. One of the cool ideas that we're playing with is the idea of cutting free entire modules from the station, and letting them float off into space. It should be technically feasible, but there are some standing physics issues that we need to hammer out before we can declare it feasible or not. [editline]21st August 2012[/editline] [QUOTE=soupman345-2;37348827]I really don't have time to read through the whole thread so I'm sorry if this has already been answered, but are there any videos of this yet? Sounds like an awesome concept[/QUOTE] We've had a lot of problems hanging on to artists in recent months. We've met some really cool people, and had a lot of really talented artists, but most of our work is in the design and concept phase at the moment. Our programming team is laying out the base engines upon which we can get a playable demo out, but until we've got some art assets to back up those systems, they really aren't in a viewing state at the moment. The first look at a project is a really critical time for the project, and we don't want to release videos until we've got quite a bit more spit and polish on it. This is really a strategic decision, given the fact that we simply cannot afford to mess up the first look players get at the project. The artist issue is really in part due to the unrealistic expectations of 3D modelers these days. Many are unwilling to do portfolio work these days, or accept projects on deferred compensation, particularly when they haven't managed to secure their first real project. So, while we have some decent talent at the moment, a lot of our artists don't have the time to donate to the project to get demo work off the ground before Q1-2 2013 (Fiscal year, of course). That being said, we're looking for talented modelers and concept artists to help out via donation of time and work --just, with the option of being asked to stay on for actual hourly compensation past acheiving full funding from our crowdsourcing effort. [editline]21st August 2012[/editline] [QUOTE=Dead snipe;37341855]i'm very interested in the game and i would love to play it, be it not for the fact that it's on par with BF3 with the premium bullshit also i haven't trolled a single time in this thread, but if wishful thinking makes it easier for you, go ahead.[/QUOTE] Oh god I wish we were on par with BF3. If we had the money to throw at this project, we'd be able to hire some artists and have it off the ground in no time. Unfortunately, we don't have the kind of backing that a AAA title does, and as such, we're having to find ways to give people the incentive to adopt the game early at a discount, in order to generate some revenue, keep the lights on, and keep the project on track. We call it a good faith show of support, but if 'premium bullshit' is your particular synonym, that's cool. I just don't really see the point of beating a dead horse, much less the mess that once was a dead horse. [editline]21st August 2012[/editline] [QUOTE=Satansick;37348588]Will you be able to commit suicide ? Because it would be cool to kill someone and make it look like suicide or to rather kill yourself then let someone else get you .[/QUOTE] We hadn't really considered it, but there would be ways to indirectly cause your own death by default. I just hadn't thought of allowing the player to actually cut themselves or shoot themselves, and have never really considered how the input scheme would permit that. But that's an interesting idea, and we'll keep it under advisory. [editline]21st August 2012[/editline] [QUOTE=acds;37340968]I wonder if Deadsnipe's dislike for this costing money and having a centralized server that stores character information is in any way due to how much harder griffing and ban evading becomes (what with licence bans and being shut off from the character server). [editline]21st August 2012[/editline] Except he's right. Arrogant yes, but right (and honestly, act arrogant and you get an arrogant response, what'd you expect, I'd have done the same). One thing kinda pisses me off here more than it should, and it's that people that play SS13 are apparently as bad as CoD players in that anything that is in SS13, was invented by SS13. Cryo was not invented by SS13. Electricity was not invented by SS13. Atmospherics was not invented by SS13. Jesus Christ reality was not invented by SS13. You aren't ripping off CoD if you use a Abram's in your modern warfare game, CoD did not invent Abrahams. It doesn't have anything to do with Centration even, this goes for everything. [editline]21st August 2012[/editline] Actually bullets in space would work great. No air resistance, no (or very low) gravity and you only need some oxygen. That doesn't matter though because it's all on a space station with oxygen, air and artificial gravity. Only real problem would be damaging the station, but I'd assume that larger stations in the future would be more like a normal installation than the ones we have now (with lots of wires everywhere and sensitive equipment).[/QUOTE] I feel the need to say that Noms was speaking out of turn when he said that, and that his views don't necessarily represent the views of every other member of the team. He is, however, our boss, and we do take direction from him. In this case, I feel that the thread got out of control, and both sides of the discussion clearly needed to just move along and let it die. I do apologize for Noms' lack of tact in the above remark, and I can assure you that we've convened on the topic, discussed that certain actions were not acceptable, and steps have been taken to ensure it doesn't become a recurring theme. As for the bullets in space thing, they would work quite well. O2 is already locked up in the propellant, meaning they would fire just fine. Now, the kick might make it a bit tough to right yourself in zero-g, but modern firearms are quite resilient when it comes to functioning in a vacuum. Our concerns with ballistics is purely a balance issue. We don't want a DM. We want violence to be a tactic, and not a necessary element of the game. Indeed, we're aiming to encourage more cunning and devious tactics than running and gunning. [editline]21st August 2012[/editline] [QUOTE=Simples;37338755]With such an intricate combat system, what would happen if I got shot? Would it be a 1 hit kill because if so guns would be terrible powerful.[/QUOTE] We mostly are handling damage by hitbox. Where the bullet impacts, the player will calculate the volume of stuff in the way based on where they get hit. When it enters the hitbox, the player's damage model knows the location of the spine, the pancreas, etc. etc. At first, we're really only going to create hitboxes for major muscle groups, tissues, and bones, and eventually move down to the finer details like non-respiratory internal organs. The organs within the path of the bullet will be calculated, their densities, and the bullet will attempt to pass through each. If the bullet strikes enough tissue, or strikes hard enough systems or clothing, the bullet will stop. Now, I detailed earlier how syndromes work, you might want to take a look at that. But a gunshot wound is considered a syndrome that is added to the player's vitals simulation. Since we can assume that the body works perfectly without any syndromes at work, we don't have to simulate anything BUT syndromes. Meaning we cut out a lot of the useless processing, and it's all very efficient. Organs and individual syndromes define their own behaviors. When a gunshot syndrome is added to an organ, it degrades the function of that organ by a certain amount (based on the severity of the wound), and depending on the type of syndrome, can come attached with a bleeding syndrome, rupture syndromes, etc. etc. So if the bullet tears through the gut, the rupture syndrome tracks what is happening to the player's body while his innards seep into his abdominal cavity. If he gets hit in the brain, some parts of the brain are essential, which will cause syndromes that result in rapid or very near instantaneous death. If the bullet gets stuck in a wound, the wound cannot be completely healed until the bullet is removed. This is another type of syndrome, which is more or less a "shrapnel" effect, keeping wounds open, or slowing the healing rate. So yes, as someone earlier said, it depends on where you get hit. You don't have a "HP" variable in this game. You have a set of systems that are constantly keeping you alive. Once those systems stop functioning, you start dying. So if you lose lung function, you slowly suffocate. If you bleed too much, you slowly suffocate. If you break your spine --you won't die, but you sure won't be able to use the limbs below the break. It all depends on what's damaged, and what syndromes the devteam (or modders) have implemented. Since we don't have to define these behaviors outright with the wounding system in mind, we can merely dictate wounding effects per wounding type after designing our system. This makes the entire system really easy to work with, and very extensible. --Even opening the door to sever modification by the host. [editline]21st August 2012[/editline] [QUOTE=killover;37347854]Can we get an ETA on a gameplay video?[/QUOTE] When it's ready. [editline]21st August 2012[/editline] [QUOTE=Ninja Gnome;37344876]I've never understood how it is possible that this game can produce as much drama as it does[/QUOTE] It might just be an effect of the BYOND community combined with the fact that SS13 really only ever appealed to two crowds that can't coexist without daily tantrums from both sides --The griefers and the super srs RP nerds. [editline]21st August 2012[/editline] [QUOTE=Bob_Namg;37313417]To be all that honest, I was hoping for a 2D kind of game. I wonder if it's more or less difficult to destruct/interact with enviorments because of the 3D model.[/QUOTE] It's actually a lot more intuitive due to the lack of need for GUI context. We're really trying to avoid the cumbersome GUI that SS13 had to adopt in order to be playable. In the end, actually, we don't really have a GUI at all. The on-screen elements are attached to an in-game item. I think we keep arguing back and forth whether it's a neural uplink with wrist-mounted external processor/memory, or a device worn over the eyes with wrist mounted external processor/memory. Which means we want the game to be playable WITHOUT any kind of GUI indicators at all beyond what the first-person perspective would actually permit you to see in real life.
Sounds like the Empok Nor episode of DS9.
A Pip-Boy type item for GUI elements would be kind of cool.
[QUOTE=Sunnday3;37351157]A Pip-Boy type item for GUI elements would be kind of cool.[/QUOTE] I agree with this. Maybe we should think up alternatives for conventional firearms. Something similar but not as overpowered. Maybe just a nice variety standard issue space security pistols/weapons that are balanced. Anyone else got any ideas?
I'm all for beating sticks.
To come back at those who seem to have switched their forcus from "this is bad and should feel bad because it's ripping off the ss13 community's hard work (playing a game is hard work?)", to now thinking that us offering players a 'premium' option is some kind of money-grabbing profiteering venture - that's just silly. Even if a thousand people pre-purchased premium, we wouldn't make a profit. In fact we're not even looking on making that much of a profit from this game at all, and any profit the game -does- make after paying anyone that was promised pay, is going straight back into updates, new content and DLC. Maybe you should ask questions before throwing accusations around. [QUOTE=whatthe;37351729]I agree with this. Maybe we should think up alternatives for conventional firearms. Something similar but not as overpowered. Maybe just a nice variety standard issue space security pistols/weapons that are balanced. Anyone else got any ideas?[/QUOTE] There are quite a lot of interesting ideas floating around in regards to fire-arms. I mean the general consensus is that firearms are going to be locked up and pretty hard to get access to without that terrible Captain giving you access. In the meantime, you're stuck with mostly ad-hoc melee and self-made weapons. But as opposed to ballistic projectiles, we've got an idea where bullets disintegrate on contact emitting a charge to stun the target, and a similar idea that bullets disintegrate on contact with something like metal (so it doesn't cause a hull breach) but will break the skin and cloth. [QUOTE=Sunnday3;37351157]A Pip-Boy type item for GUI elements would be kind of cool.[/QUOTE] Actually we have quite a neat idea in regards to how GUI elements work. Without a special item (for now we'll call it the headset thing), you won't have much of a GUI at all, barring the essential things like a dot where you're looking, and how you're feeing overall (So some kind of health meter). When you are wearing it, however (You'll start each round with one and if someone takes it by force you can just go get another one) you can see lots of information on your immediate environment, all health monitors, a little mini-map, etc. Immersion is something we've taken very seriously.
[QUOTE=whatthe;37351729]I agree with this. Maybe we should think up alternatives for conventional firearms. Something similar but not as overpowered. Maybe just a nice variety standard issue space security pistols/weapons that are balanced. Anyone else got any ideas?[/QUOTE] Ammo is rare, Different pistols use different types of rounds? also pistols should be pretty uncommon/hard to find.
Looks awesome. The theme song reminds me of traitor.ogg from rev4407.
Well, time to put myself in hibernation until the Beta releases.
Signed up on forums. Looks good what you're doing guys so keep at it! May donate if I have any money to spare at some point.
[QUOTE=killover;37352514]Ammo is rare, Different pistols use different types of rounds? also pistols should be pretty uncommon/hard to find.[/QUOTE] We're mostly planning on nonlethal rounds for security. Biologicals, mostly. Tranq/stun/CS capsules and the like.
This sounds radical.
So, how is the whole persistant character stored on your servers going to work when the game has modding capabilities?
[QUOTE=elowin;37355212]So, how is the whole persistant character stored on your servers going to work when the game has modding capabilities?[/QUOTE] Probably the same as in Call of Duty 4: Modern Warfare. Even if it had a progression system, the game was still very moddable. [editline]22nd August 2012[/editline] [media]http://www.youtube.com/watch?v=PGwEuBkBBso[/media] I mean, not exactly the same, but in the sense that a modded server simply wouldn't use character progression data.
[QUOTE=hayoye111;37358008]Probably the same as in Call of Duty 4: Modern Warfare. Even if it had a progression system, the game was still very moddable. [editline]22nd August 2012[/editline] [media]http://www.youtube.com/watch?v=PGwEuBkBBso[/media] I mean, not exactly the same, but in the sense that a modded server simply wouldn't use character progression data.[/QUOTE] Ugh, even with a Star Wars mod CoD4 looks boring and unappealing
Offtopic but that mod was great fun, the problem was all the lasers were hitscan. I am very excited for this, its a lot like terrorist town, but as an actual fullfledged game.
Now, if only we could get an ETA on the Kickstarter...
[url]http://www.centration.co/wp-content/uploads/2012/07/corridor.jpg[/url] I was a little confused at first, but it seems that crawlspaces are located under corridors. The lack of floortiles confused me greatly, though. Can't wait till xenoes start popping outta the floors and grabbing people! [media]http://www.youtube.com/watch?v=qrjFuTbl_SA&feature=related[/media] 5:56 for the reference
Apparently, I'm keeping the official message board alive single-handed. [IMG]http://img204.imageshack.us/img204/8237/stayingalive.png[/IMG] Get in there, people!
sig's awesome btw
Well, I'm going off to bed. Hopefully someone will reply on the Centration forum because I'm feeling lonely over there. I mean, I got a 1/4 of all posts made over there. Maybe I should take a break from there. Then again, I've said that before. ... GIVE THE THE F**KING ALPHA SIDÂSHFAHnf¨>SHNF>HWFN¨>Q
[QUOTE=elowin;37355212]So, how is the whole persistant character stored on your servers going to work when the game has modding capabilities?[/QUOTE] I actually had an impromptu conference with our network engineer about this two days or so ago. What we determined, was that the game would by default publish gameplay-related scores to a central server that only handles unmodded gamemodes. Players will be able to set up MYSQL databases using our API to communicate stats to a specified server. Each client key will be used with the API to determine posting eligibility (the server host's information). This means that people who start trying to pollute databases can be denied post permission. Essentially, once you host a modded gamemode, you no longer have access to our central scores as a "write permission." The player community can host their own databases for popular or distributed gamemode modifications, but we're trying to work out some way of making these more secure than just letting the modification handle it. What we might have to do is allow database hosts to create an MD5 checksum for the loaded packages, and restrict post access to modified hosts. We would also like to distribute custom stat ticker APIs that allow the player to link to statistics from an external database within our site, that way you can display your statistics in the site pane for individual mods that you select.
[QUOTE=hayoye111;37368761]Well, I'm going off to bed. Hopefully someone will reply on the Centration forum because I'm feeling lonely over there. I mean, I got a 1/4 of all posts made over there. Maybe I should take a break from there. Then again, I've said that before. ... GIVE THE THE F**KING ALPHA SIDÂSHFAHnf¨>SHNF>HWFN¨>Q[/QUOTE] jesus christ
[QUOTE=bunnyspy1;37378283]jesus christ[/QUOTE] how horrifying
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