Statues
Statues based off of players has been pooh pooh'ed before - and for good reason. Imagine sore losers having to be constantly reminded that their character didn't become a statue.
Rather, I'd prefer to see statues of different types (I hate modern sculptures but even those would breathe some life into the zones vs the old cement mold statues we have.) |
I've seen similar things in other MMOs...
Just to throw my own thought into that... it would be kinda fun if we could put statues of our characters in our own super bases.
I've seen similar things in other MMOs... |
As much as I'd love to see that (and a lot of other things with involving supergroup bases), the Devs have basically admitted that working with the base code is like playing Jenga on fire (or something along those lines...)
I get the impression that changing a statue in one of the zones would be easier by comparison... and that's not saying a lot...
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Statues of Statesman and Sister Psyche would be cool.
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While just tossing a new statue into the game environment isn't trivial, it would be nice if, during already planned zone revamps, some thought was given to statues and other monuments. It's a little strange that I can read some placards by statues and learn more about them, but not others.
Common sense also says that sooner or later we're going to see a statue of Statesman and/or Psyche somewhere in Paragon City. Not sure if real world dev politics will allow, but it seems logical within the lore.
On behalf of our Environment Art team...
There is nothing *easy* about changing world fixtures. Ramble: It's tends to grind game developers gears when people make statements that "such and such would be easy..." without understanding the full impact or scope of work of said changes. |
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Re: Old Game Engine The game engine was designed in around 2004. |
Of course, this furthers your point.
Positron: "There are no bugs [in City of Heroes], just varying degrees of features."
Nope. The game was released in April of 2004. Cryptic Studios was founded in 2000, so the engine (the first iteration of it, at least) was created not too long afterward. And in relation to WoW: CoH and WoW ran the convention/expo circuit together in 2003, and were neighbors at I think E3 2003. CoH launched a few months before WoW.
Of course, this furthers your point. |
I can only imagine how bad some of the tools must be by now. Maybe they just need to bludgeon the code monkeys harder?
EDIT: Do we know how mutch of it was made by Criptic? I mean yes its their engine but that doesn't mean that parts of it weren't outsourced.
I do not know the answer to your question. But many times in Atlas Park I find myself staring up at the central statue in awe at that man and his one enormous ball.
This is actually a neat idea. There's a couple of generic statues behind City Hall in Atlas Park. Perhaps those statues could be replaced with States and S. Psyc.
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Wait, when did they add a Lance Armstrong statue?
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I think I remember seeing somewhere that the giant statue standing on Crimson's island in Peregrine Island is indeed the heroine Peregrine, but I'm drawing a blank on where I saw it in-game, and it was a looong time ago. I'm thinking it might have been a history plaque. I'll try to dig through some of my old, old screenshots and see if I can find confirmation. The smaller scale statue with the same figure and pose inside Atlas City Hall is credited with being the heroine Cassiopeia, however.
One of the statues behind City Hall, the one with the SG portal beneath it, is of Corsair. His giant statue stands in RWZ. Two of the others around City Hall are Galaxy Girl and Wavelength. I'm thinking Dauntless was the fourth, but I honestly am not sure.
I also support the idea of honoring Statesman with a giant statue somewhere. Sister Psyche I'm not as sure about. I also strongly believe that at some point either Galaxy City should be rebuilt or a new giant statue of Galaxy Girl needs to be built; she's possibly the greatest example of heroism in game lore, and her monument needs to return to inspire new heroes.
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This thread. Makes me hate you all
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Ugh. Please tell me you work on MMOs or some similar sort of 3D game world building occupation. Otherwise you remind me of people i deal with in daily life who think some things are easy because they know just enough about the abstract concepts and techniques of doing something to think that it's all easy to do in no time at all. And it's not a matter of outdated engines per se. Even things that seem straightforward and simple when you look at the basic design specs can involve many, many hours of work to actually execute.
Edit: Also, i'm not sure what OpenGL specifically has to do with editing the game world unless that was just a random "lulz@OpenGL" tossed in for extra denigration. Seriously, not a coder here, so i don't know how relevant the use of OpenGL is to editing zone geometry. Just because it seems irrelevant to me doesn't mean it is. Anyone? |
I've never had an actual game design job, but I have years of experience with modding several different games using development kits, and I've dove pretty deeply into them.
With some development tools, world building is easy once you learn the ins and outs of it, and in others, it's a nightmare even if you know what you're doing.
For instance, the various development kits used by Bethesda since Morrowind. It's been essentially the same system that has evolved and been streamlined over time. Some systems have changed significantly (for instance, scripting changed pretty dramatically between the GECK and the Skyrim CK, particularly with the addition of keywords and radiant quest scripting). Another example would be the switch from pathgridding to navmeshing for NPC pathing (I hate navmeshing even though I recognize it's a superior system).
I digress somewhat..
In the Bethesda kits, world building is really easy once you know where all the art assets are. Of course, those art assets had to be made by an artist, but speaking only of the building of the world itself, it isn't much more complicated than click and drag, with a few extra hotkeys here and there to control axis, scaling, rotation, etc. It's very intuitive. Apart from the world building, the CK has almost everything totally centralized. Only the model and texture files themselves exist outside the CK, though their whereabouts and properties need to be imported into it (which is a very simple process).
On the other hand, I have to wonder how BioWare ever finishes a game. Their kit is a decentralized, unintuitive disaster area, and even with tutorials, will hit anyone inexperienced with game development in general (professional or otherwise) like a massive brick wall.
I've used a lot of "SDKs", but these two are particularly noteworthy at two ends of the spectrum of usability and recognition.
I think the one thing I have learned above everything is to never make the assumption that any particular development team will automatically have a set of tools (world building or otherwise) that will make any particular thing easy. Development tools mature and grow over time, and you can bet good money that whatever internal tools they are using at Paragon have been improved dramatically since the game was first launched, but no kit is perfect, and it's not always the kit itself.
People use the term "engine" far too often when referring to any number of things. In this case, it may simply be how the world is put together. I don't pretend to know how their tools work, or how their world is built, but if I had to hazard a guess, it's probably less about moving something, and more about the consequences of that movement (how it affects collision, enemy and pet pathing, etc.).
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It's usually the tools the developers have, not the engine specifically, or whether its Direct X, Open GL etc.
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People use the term "engine" far too often when referring to any number of things. In this case, it may simply be how the world is put together. I don't pretend to know how their tools work, or how their world is built, but if I had to hazard a guess, it's probably less about moving something, and more about the consequences of that movement (how it affects collision, enemy and pet pathing, etc.). |
Thanks for the thoughts about SDKs and their relative strengths. i may not be a modder, but i like to know stuff. Seriously, every little bit gets added to the stuff i've read and seen elsewhere and sharpens the picture.
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I think this thread passed its statue of limitation.
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Re: Designing outdoor objects:
Imagine when you edit an SG base, except that the "box" you design in is 100 times the size, with tens of thousands of objects ranging from huge buildings to tiny bushes. And if you want to place a new object, first you have to wait for someone in the 3D objects department to fire up a 3D design app, and merge polygons, and then get a texture from the art department and texture it (if you're not lucky enough for it to have been created already).
And that person with the 3D app has to consult with the engineering team to make sure the game engine can handle the object, and then make adjustments. Finally the object gets back to the environment team, which has to precisely be placed in this gigantic box (which, if you edited an SG base before, no doubt is likely a very slow and painful process even on a powerful computer), hoping you don't miss it by a few pixels, or that the object was spec'd correctly and isn't too big or small, or that the environment editor, which hasn't been updated in years because the devs have been busy, doesn't CRASH.
That's just about outdoor environment work in a nutshell.
Re: Old Game Engine
The game engine was designed in around 2004. I think the only older one is from WoW, and you know how that game looks. CoH, and also WoW, can't upgrade the game engines so easily because there are so many things tied to it that also need to be upgraded. The 3D objects can just be ported over to a newer game engine, but they'll look like crap - we've seen the result of that when you go from a revamped zone like Atlas to an old one like King's Row.
I would love to see new character models, but there are dozens of emotes plus hundreds of movement animations that would have to be changed. And thousands of costume pieces that would no longer fit the new models or the new movement mechanics. I believe it would be a worthwhile change, but I do understand it would be a lot of work - so much that it may have to be pretty much the showcase of an entire new issue ("look, new character models/costumes! but no new content"). And I also understand it's a risk because it would bring a flood of complaints from people who liked the old models, or lost some costume piece from 2004.
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