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Ask the Devs! (November 2010)


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#1 AndY

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Posted 27 October 2010 - 11:20 PM

Hello all!

As we near the end of the month, it's time for yet another episode of Ask the Devs!

Ask us anything and everything you'd like answered, and we'll try our best to answer as many of your questions as we can.


The thread will get locked on Sunday the 31st of October at 23:59 UTC/GMT, and we'll post the answers on November 1st.



Answers

Overwatch Development Team said:

  • Jgoodroad asks:

    • What programs do you use to make your music?
      Programs? I just gather the team and hug them really hard until they start making noises that I can record. On a more serious note, our amazing composer (Sebastian) gave me the following, extensive list of tools that he uses:

    • What happened to Coast?
      The short answer is: it didn't work. As you all probably know by now, we try to introduce new and unique gameplay elements to each of our maps, so that we don't end up with too many similarities (keeps things interesting). With Coast, we introduced scavenger/puzzle-type gameplay where the Rebels run around the area looking for a certain set of items to piece them together and activate an objective. It was fun, but only for a short while. We just couldn't randomize the elements in the map enough to keep it entertaining round after round after round. In the end, we decided to put the map aside and focus on our other levels. We took many of the new features and units we had implemented for Coast and added them to Canals and Crossroads.
      I wouldn't call Coast a failure: we may only have released two levels to the public, but we have almost 50 maps internally. Most of them are small test maps, but they all help us learn valuable lessons in FPS/RTS interactions and so on. Eventually, we might give Coast another try, but for the time being, it's on hold.

  • Dancing asks:

    • Why was Crossroads' release delayed?
      Canals and Crossroads were delayed because we didn't feel they were ready.
      As always, our maps are released before being completed (as we've done with Citadel and Breach), to gather feedback from the community and release new iterations of the levels until they're perfect. However, the maps need to be balanced and fun before they can ever reach the public. Both levels introduce many new gameplay elements, features and NPCs. It all has to be tested, tweaked and balanced perfectly for the map to be fun (for both sides, time and time again). As much as we tried to get them ready in time for 1.3.0, it just didn't happen. We chose to delay the release a few weeks to improve them a little more. The wait will be worth it!


    • In the spirit of Halloween, why are members of team OW evil?
      Because the G-Man told us to.

  • Auxor asks:

    • Can any information on Canals be released?
      Screenshots won't really help since all you'll see is a lot of orange, but I'll explain a bit about the gameplay:
      In short, Canals introduces time attack-type gameplay, where the Rebels' goal is to get to the objective as quickly as possible (and before the countdown reaches zero). The GM, on the other hand, has to do everything he can to prevent them from reaching that objective, either by holding them off long enough for the countdown to end, or by killing them all.


    • Does the Combine helicopter fly where the OW orders it to, or is it AI controlled completely?
      The GM can control the Chopper's movements.

  • WAXT asks:

    • Can we expect to see changes made to the current weapon system within the next few updates or at all for that matter? What plans does the Overwatch Team have regarding this?
      We definitely have discussed implementing a weapon system and many of the ideas we're considering are on these forums (the one we've discussed the most is giving each player one slot for primary/secondary/items, that would vary based on "Roles"). There's a strong possibility that we could be working on it soon, but I can't tell you for sure when we'd be releasing it.

    • Also, could you please provide us with a detailed analysis of the Type II City Scanner? What differences will it have from the Type I Scanner (besides dropping Hoppermines)? Is there any media we can see?
      Just to clarify, the Type I is called the City Scanner, Type II is called Shield or Claw Scanner.
      For the time being, the only difference is the Type II's added ability to drop Hopper Mines. We've discussed various other uses for the Type I, but haven't decided on anything yet. As for media, there is some footage coming in an upcoming video (maybe even a bit earlier in a Spotlight blog), but here's a screenshot of the Claw Scanner for anyone who doesn't remember it: Attachment Ep1_c17_050004.jpg


    • Lastly, it has been announced that Desura is entering into its final stages of development. I also noticed ModDB is putting the call out for game/mod developers. Given the early talks prior to Overwatch's initial release, will there be a future that involves both (Desura and Overwatch) and what's its significance?
      We initially were going to use Desura to distribute and update Overwatch, but since it wasn't ready in time for our release, we had to look for alternatives. In the end, we opted to develop one ourselves, hence the integrated Updater utility. Since the utility works, is lightweight and is integrated into Overwatch, it'd make more sense for us to keep using it (and improving it) rather than to switch everything over to Desura.

  • warbrand2 asks:

    • Do you have any further plans for roles?
      We're still discussing ideas on these forums, so no concrete plans yet.

  • Gabe(HUN) asks:

    • Will you be creating new units? I read the new scanner, the APC, and the combine chopper, but what about striders and gunships?
      There's no big advantage to using a Gunship instead of a Chopper, so for the time being, we'll only be including one. As for the Strider, we've been testing it. It's a tricky one, as there are a few glitches in the model's animation that we'd need to sort out.
      We have a few ideas for other NPCs, but we'd rather keep that a secret for now!


    • You will be add new unit abilities? like a simply idea: throwing the combine soldier's grenades?
      We've discussed allowing the GM to control that ability, but so far, we haven't found an easy way. In an open map, there wouldn't be a problem, since you could simply target anywhere around the NPC and have him toss the grenade. In a level with height variations and buildings/windows/doors, it gets a lot more complicated. We'll have to test a few ideas and see if any of them will work.

    • When I will carry ONLY a shotgun or smg?
      See WAXT's first question above.

    • About the little informations of the Canals: What did you mean time travel map? Will you release in other gameplay type maps, like king of the hill, or conquest?
      For Canals, see Auxor's first question above.
      Our current focus is on our four maps (Citadel, Breach, Crossroads, Canals). We have ideas for other maps (each with its own unique gameplay), but nothing concrete yet. Hopefully, the contest will produce some as well.

That's it for this month's episode of Ask the Devs!

Until next!

Attached Thumbnails

  • Attached Image: Ep1_c17_050004.jpg


#2 Jgoodroad

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Posted 27 October 2010 - 11:27 PM

What programs do you use to make your music?

What happened to coast? (I know you said you'd mention it during podcast 17 interview, but I couldn't find the bit where you talked about coast.)

#3 Dancing

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Posted 27 October 2010 - 11:45 PM

View PostJgoodroad, on 27 October 2010 - 11:27 PM, said:



What happened to coast? (I know you said you'd mention it during podcast 17 interview, but I couldn't find the bit where you talked about coast.)

Add crossroads to that... I remember wanting to hear more about what happened... it's important to not have to reinvent the wheel in terms of miscalculations :) on maps.

In the spirit of Halloween why are members of team OW evil? I know your not but that's not fun. Looking forward to the answers.

#4 Auxor

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Posted 28 October 2010 - 03:03 AM

Can any information on Canals be released? It's going to come out in a few weeks anyway, surely we should have some pictures.

Does the Combine helicopter fly where the OW orders it to, or is it AI controlled completely?

#5 WAXT

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Posted 28 October 2010 - 07:47 AM

Can we expect to see changes made to the current weapon system within the next few updates or at all for that matter? What plans does the Overwatch Team have regarding this?

Also, could you please provide us with a detailed analysis of the Type II City Scanner? What differences will it have from the Type I Scanner (besides dropping Hoppermines)? Is there any media we can see?

Lastly, and yes i really must be a pain in the arse, it has been announced that Desura is entering into its final stages of development. I also noticed ModDB is putting the call out for game/mod developers. Given the early talks prior to Overwatch's initial release, will there be a future that involves both (Desura and Overwatch) and what's its significance?

#6 warbrand2

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Posted 28 October 2010 - 03:38 PM

Do you have any further plans for roles?

#7 Gabe(HUN)

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Posted 29 October 2010 - 11:15 AM

Will be creating new units? ok i read the new scanner, the APC, and the combine chopper, but what will be striders and gunships?
You will be add new unit abilities? like a simply idea: throwing the combine soldier's grenades?
When I will carry ONLY a shotgun or smg?
About the little informations of the canals: What did you mean time travel map? Will you release in other gameplay type maps, like king of the hill, or conquest?
I think, I run out of questions
Sorry for my bad language.....:(

#8 AndY

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Posted 02 November 2010 - 12:48 PM

Answers are on their way!

#9 AndY

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Posted 02 November 2010 - 03:26 PM

Answers have been posted. Enjoy!

#10 Jgoodroad

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Posted 03 November 2010 - 12:05 AM

In response to what you said about having gunships or choppers, I think the solution is simple, have the gunships be npcs, following preset paths ect. ect. and have the choppers be controlled by the GM (as you mentioned), or you could have 2-3 gunships but only 1 chopper...

and I would really like some kind of weapon swap system, where you would trade out your default pistol, smg, and shotgun for other weapons... I really don't want to chose between the smg or the shotty... unless you plan on making some more custom weapons anytime soon. (by which I mean new shotguns.)

but I would prefer not having to make a Sophie's choice for the default loadout you have pre-exposed me to.

#11 WAXT

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Posted 04 November 2010 - 12:36 AM

Quote

We have a few ideas for other NPCs, but we'd rather keep that a secret for now!
Damn you!

Quote

We've discussed allowing the GM to control that ability, but so far, we haven't found an easy way. In an open map, there wouldn't be a problem, since you could simply target anywhere around the NPC and have him toss the grenade. In a level with height variations and buildings/windows/doors, it gets a lot more complicated. We'll have to test a few ideas and see if any of them will work.
Why not give the Overwatch the ability to simply 'force' the combine soldiers to throw a grenade and let the AI do the rest? They seem to do a fairly good job with their aiming as it is.

#12 AndY

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Posted 04 November 2010 - 01:29 AM

View PostJgoodroad, on 03 November 2010 - 12:05 AM, said:

In response to what you said about having gunships or choppers, I think the solution is simple, have the gunships be npcs, following preset paths ect. ect. and have the choppers be controlled by the GM (as you mentioned), or you could have 2-3 gunships but only 1 chopper...

and I would really like some kind of weapon swap system, where you would trade out your default pistol, smg, and shotgun for other weapons... I really don't want to chose between the smg or the shotty... unless you plan on making some more custom weapons anytime soon. (by which I mean new shotguns.)

but I would prefer not having to make a Sophie's choice for the default loadout you have pre-exposed me to.
It's definitely possible to script the Gunship, and that's obviously up to the mapper.

I'm not really sure I understand what you mean by a weapon "swap" system. Can you explain it a bit more?


View PostWAXT, on 04 November 2010 - 12:36 AM, said:

Damn you!


Why not give the Overwatch the ability to simply 'force' the combine soldiers to throw a grenade and let the AI do the rest? They seem to do a fairly good job with their aiming as it is.
We'd have to look at that part of the AI to know if it'd work. I'll get back to you on this.

#13 Jgoodroad

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Posted 04 November 2010 - 07:07 PM

well, by swap I mean have the standard loadout you have now, but if the player wants different guns (I.E. AR2 or crossbow) they would have to switch out the weapon they currently have in that weapon slot... so layers could only have 6 items (5 if you don't count grenades) at maximum,

swapping would simply expel the weapon you have in that slot (I.E. SMGs with Ar2s, shotguns with crossbows.) in favor of the next weapon you pick up of that slot

(I would also suggest some kind of melee swap, so if someone gets a crowbar they could swap it for...oh I don't know... a fish. But I have a feeling some people would end up without any weapons by dropping their guns over a cliff... some people do that.)

#14 The Joker

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Posted 13 November 2010 - 03:16 PM

Is this still available for people to ask questions? o.0 Oh well, here goes.

1. What is with this new barracks system of yours? Do you mean like SaCraft 2 barracks? Or something else?

#15 WAXT

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Posted 13 November 2010 - 08:52 PM

View PostThe Joker, on 13 November 2010 - 03:16 PM, said:

Is this still available for people to ask questions?

AndY said:

The thread will get locked on Sunday the 31st of October at 23:59 UTC/GMT, and we'll post the answers on November 1st.
No, i'm afraid not. Atleast you will have a question ready for the next Ask the Devs, which is due in approximately 2 weeks?





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