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Ask the Team! (Apr 2012)

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#1 AndY

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Posted 06 April 2012 - 03:54 PM

It's time for this month's Ask the Team! (Information - Format: Alpha).

Ask us any and all questions you'd like answered!

Ready? Set.. Go!


The thread will get locked on Monday, April 9th at 23:59 UTC/GMT.


Answers

redMatter said:

  • leiftiger asked:
    • Will IA! include vehicles of some sort for either the OP(s) or GPs?
      There are no current plans for vehicles (although the OP-controllable "miniboss" could be considered a sort of vehicle).

    • I've kept saying OP(s) in my posts & questions, are several OPs planned or are you going to stick to one per round like in Overwatch (though micromanaging could be a tad easier with multiple OPs)?
      We've discussed creating a game mode (and levels) specifically for more than one OP, but it'll very likely not happen for a long while (our current priority is to get everything working great with just one OP). Compared to a typical RTS, there's much less micromanagement involved, and we're making sure that the features we introduce don't add too much complexity, keeping the OP accessible (and scalable) to both veteran RTS and hardcore FPS players.

    • Will map objectives involve more work in IA!, as in that you'd actually have to do something in order to hack an interface?
      Objectives in IA! will definitely be more exciting/challenging and, as we'll be revealing soon in an upcoming FbReq, will offer new uses for GP roles. We've also been discussing Flash-powered minigames for hacking objectives so players don't have to just stand around and wait.

    • Did any of you at redMatter do anything special on April 1st?
      I believe most of us were here working on IA!, which is special enough. :)

  • Lord Faraday asked:
    • How many maps do you plan to launch the game with?
      We're planning to release IA!'s very first (pre-alpha) build to the community as soon as we have one prototype level in decent shape. This'll allow us to start gathering feedback early while we continue producing additional content.

    • How accessible will any user made maps be to those who aren't familiar with how to get a hold of user made content?
      WAXT added: I like this question. Overwatch isn't particularly open when it comes to custom content (with that being said, it is much more open than most mods). Yes, the community is provided with the support and the tools to create custom content, but there isn't really anywhere for it to be easily uploaded. The dev build is available to a select few individuals, myself included, but it still isn't a public release. I think OW could have benefited from (an) official, explicitly named, test server/s available on the public release for community members to upload their creations (i.e. maps). How will IA! support custom content and its creators?
      As WAXT alluded to, we've put in quite a bit of effort to support community-created levels for OW and the developers behind them. The OW dev build was made public right after our level design contest, and we gave some developers access to upload updates for their maps directly to the dev build servers, giving the rest of the community immediate access to those changes. Levels that are done being updated are scheduled to be included in a public release, which is why we have three planned for release in the upcoming 1.5.0 update and a fourth in 1.5.5.

      The reason why we can't (ourselves) include every level in a public release is simple: quality. As with our own levels, community-made maps need to be playtested, tweaked, balanced, playtested some more, etc.. all before they can even be considered for public release. They also need to be fun (and, unfortunately, not all of them are). Developers are definitely free to release their maps directly to the public, but if we're at any point involved, we have to insist on a certain amount of quality control.

      In any case, there's still plenty of room for improvement in the way it's all handled and we have many ideas for doing so for IA!, which we'll be revealing when the time is right.

      To answer Lord Faraday's question, we're hoping that we'll have the opportunity to make use of the Steam Workshop, but even if we can't, we have plans to include a way to download/update custom maps from within the game itself (a feature that would make use of our brand new game updating utility: Okuda).


    • Have any of you played Evil Genius (developed by Elixir Studios) and if so would you say it bears any particular resemblance for what you plan IA! to ultimately end up looking like?
      I'm not sure about the others on the team but I've played it for a bit (it's fun!). I doubt there'd be any similarities in terms of "looks"; the engine, art style, planned level design, GP/OP views [...] are very different.

  • WAXT asked:
    • How many official servers is Intruder Alert! planned to launch with and in which regions?
      It's still a bit early to know the exact details (but I'll definitely try to make sure we get some servers over in Oceania this time around).

    • Will IA! contain (or have the ability to support) cutscenes?
      We haven't really discussed cutscenes a whole lot yet (as far as whether or not our official levels will make use of them), but community mappers will definitely be able to include them in their maps since IA! will come with the same tools found in the UDK toolset (for cutscenes: Matinee and Kismet). We're actually using those exact same tools to include in-game footage in upcoming trailers.

    • An update on the expected release of the IA! alpha build?
      Still the same answer. :P

  • ScrooLewse asked:
    • I keep hearing the word "modular" when you talk about maps. To what purpose are these map elements modular?
      Unlike the Source-powered levels made for OW that rely heavily on BSP geometry, IA!'s are much more mesh-based, which means that we use models for almost everything; rather than creating areas from scratch, level designers take these assets and simply drop them in their level. Assets are modular when you can take a "set" and build multiple areas with it, like corridors of different shapes and sizes. In a way, this makes building the level a bit easier and lets developers (and community mappers) focus much more on gameplay.

    • So far, the Launch Chamber and Computer Lab are looking fantastic as far as art assets, but bland when it would come to actual gameplay. To what extent are you planning on expanding these rooms?
      The screenshots we've released so far were taken from a level we call "Art Showcase" which is only used by our artists to see their creations in-game (and to make sure it all fits), and is in no way designed for gameplay.

  • rickinator9 asked:
    • What's, according to you, the strongest Diadochi (successor to Alexander the Great's empire) state?
      According to Yakko: When you consider that Cassander of Macedonia, Ptolemy I of Egypt and Lysimachus of Thrace had to form an alliance to wage war against Antigonus, it quickly becomes obvious who the main player was. Also consider the sheer size of Antigonus, stretching from the Turkish peninsular in the west, to the farthest reaches of Persia in the east. Granted, governing such a large empire at that time was near-impossible, but even so, with such vast wealth and territory came a power that wasn't truly matched until the Roman Empire took off, and that still took hundreds of years.

    • What's your opinion to KONY2012? (not the one by psychicpebbles)
      No comment. :)

    • What tools do you use to make the IA! models?
      We currently use 3ds Max for most of the work.

  • Sabre asked:
    • Why did you pick Unreal Engine over other popular engines (Unity, Cry Engine 3, ect..)?
      For many, many reasons that would be too long to list, including: the amazing developer toolset that comes with the UDK, the great documentation and support provided by Epic, excellent licensing terms, etc.. We researched this topic thoroughly before making our decision, and we haven't looked back since!

    • Why third person for GPs?
      We'll be writing a Spotlight blog entry about this soon, but in short: improved visibility, better awareness of surroundings (which helps when OP units are coming at you from all sides), allows for levels and areas that work much better for this kind of gameplay, better use of some roles (like the Medic/Defender), allows players to see their own characters (useful with character personalization features), etc..

    • What were your favourite ideas/features that were cut from either IA! or OW, if any?
      I'm not sure if this counts, but I think we've tried finding a use for the Crane from HL2 since day one but never really did. All in all, there hasn't been a "good" idea that we've had to cut or remove from either game.

  • Coppermantis asked:
    • How do you plan to make IA! well known? Steam or some other online retailer? Or something totally different?
      We're definitely hoping to eventually release IA! through Steam, and while we will put in a ton of effort to promote the game as much as possible, we believe that it'll be members of our own community that'll help spread the word the most, which is why our focus is on making a great game (no one wants to talk about a crappy game, right?) and keeping you all in the loop every step of the way!

  • Ranma asked:
    • Are there currently any plans for single-player or bots in IA!?
      OW originally stemmed from the idea of making a more unique cooperative game experience. Co-op games suffer from having little replay value due to their levels always being pretty much exactly the same every time you play through them, and AI being highly predictable. OW changed that by replacing pre-planned setups with player-created and controlled ones that can rarely be anticipated. So, naturally, a single player mode isn't our aim at the moment, but GP bots might make an appearance in the future.

Remember: any features/aspects described above are still subject to change.


That's it for this month's episode of Ask the Team!. Until next!

#2 leiftiger

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Posted 06 April 2012 - 04:10 PM

1. Will IA! include vehicles of some sort for either the OP(s) or GPs?
2. I've kept saying OP(s) in my posts & questions, are several OPs planned or are you going to stick to one per round like in Overwatch? (Thought micromanaging could be a tad easier with multiple OPs)
3. Will map objectives involve more work in IA!, as in that you'd actually have to do something in order to hack an interface?
4. Did any of you at redMatter do anything special on April 1st?

Edited by leiftiger, 06 April 2012 - 04:11 PM.


#3 Lord Faraday

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Posted 06 April 2012 - 06:59 PM

How many maps do you plan to launch the game with and how accessible will any user made maps be to those who aren't familiar with how to get a hold of user made content?

Have any of you played Evil Genius (developed by Elixir Studios) and if so would you say it bears any particular resemblance for what you plan IA! to ultimately end up looking like?

#4 WAXT

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Posted 06 April 2012 - 08:32 PM

View PostLord Faraday, on 06 April 2012 - 06:59 PM, said:

How many maps do you plan to launch the game with and how accessible will any user made maps be to those who aren't familiar with how to get a hold of user made content?
I like this question. Overwatch isn't particularly open when it comes to custom content. (With that being said, it is much more open than most mods.) Yes, the community is provided with the support and the tools to create custom content, but there isn't really anywhere for it to be easily uploaded. The dev-build is available to a select few individuals, myself included, but it still isn't a public release. I think Overwatch could have benefited from (an) official, explicitly named, test server/s available on the public release for community members to upload their creations. (i.e., maps)

  • How many offical servers is Intruder Alert! planned to launch with and in which regions?
  • How will IA! support custom content and its creators? (Similiar to Lord Faraday's question.)
  • Will IA! contain (or have the ability to support) cutscenes?
  • An update on the expected release of the IA! alpha build?


#5 ScrooLewse

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Posted 07 April 2012 - 01:04 AM

  • I keep hearing the word "modular" when you talk about maps. To what purpose are the these map elements modular?
  • So far, the launch chamber and Computer room are looking fantastic as far as art assets, but bland when it would come to actual gameplay. To what extent are you planning on expanding these rooms?
  • Wtf is that? WTF IS THAT?


#6 rickinator9

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Posted 07 April 2012 - 06:24 PM

All random questions this time, as I don't know anything to ask of the game:
1. What's, according to you, the strongest diadochi(successor to Alexander the Great's empire) state?
2. What's your opinion to KONY2012? (not the one by psychicpebbles)
3. What tools do you use to make the AI! models?

#7 Sabre

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Posted 08 April 2012 - 09:23 AM

Sorry if these have been answered elsewhere before.

-Why did you pick Unreal Engine over other popular engines? Unity, Cryengine3, ect.
-Why third person for GPs?
-What were your favourite ideas/features that were cut from either AI or OW, if any?

#8 Coppermantis

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Posted 08 April 2012 - 02:11 PM

How do you plan to make IA! well known? Steam or some other online retailer? Or something totally different?

#9 Ranma

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Posted 08 April 2012 - 02:52 PM

I haven't finished reading all of the articles yet, so this might already be out there and I just haven't gotten to it, or maybe just missed it, but, are there currently any plans for single-player or bots in IA! ?

#10 AndY

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Posted 10 April 2012 - 10:51 AM

Thanks everyone. We'll post our answers soon!

#11 AndY

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Posted 14 April 2012 - 09:54 PM

It took a while but the answers have finally been posted at the top and the thread is now open for followup questions and comments!

#12 AndY

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Posted 15 April 2012 - 03:27 PM

Oops! I'd forgotten to unlock the topic. It's open now! :P

#13 leiftiger

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Posted 16 April 2012 - 10:00 AM

View PostredMatter said:

There are no current plans for vehicles (although the OP-controllable "miniboss" could be considered a sort of vehicle)
Will you ever reconsider this idea, at least as an asset for community maps? My main thought was some sort of transport vehicle so the OP could transport units or GPs could get to an objective faster in a large map.

#14 AndY

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Posted 16 April 2012 - 11:16 AM

View Postleiftiger, on 16 April 2012 - 10:00 AM, said:

Will you ever reconsider this idea, at least as an asset for community maps? My main thought was some sort of transport vehicle so the OP could transport units or GPs could get to an objective faster in a large map.
The map would have to be pretty large and, with vehicles, GPs would be moving around quite quickly; wouldn't that make it difficult/impossible for the OP to keep track of them/intercept them using his top-down view? If they can just "drive" to the objective, all the action would be concentrated there, which would make the rest of the level kinda pointless, in my opinion.

#15 leiftiger

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Posted 16 April 2012 - 02:13 PM

View PostAndY, on 16 April 2012 - 11:16 AM, said:

The map would have to be pretty large and, with vehicles, GPs would be moving around quite quickly; wouldn't that make it difficult/impossible for the OP to keep track of them/intercept them using his top-down view? If they can just "drive" to the objective, all the action would be concentrated there, which would make the rest of the level kinda pointless, in my opinion.
Well, what a community could make in a large map like this is setting a key objective somewhere in the map, then you might have to proceed to another one. Maybe not the brighest idea, but think about this: The BSP map format that's currently used in source was never meant to be used in big outside areas, but yet many maps insist of having quite large areas in this format.

What I'm saying is that there might not be a clear use at the moment, but there could be a time where this would be useful. Of course this is just my opinion, but I think it could work for some purposes and I hope that you'd at least consider the idea for an asset. Who knows if people want to create big maps like those in Borderlands or similar, or even just for aesthetic purposes.

#16 AndY

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Posted 16 April 2012 - 02:26 PM

View Postleiftiger, on 16 April 2012 - 02:13 PM, said:

Well, what a community could make in a large map like this is setting a key objective somewhere in the map, then you might have to proceed to another one. Maybe not the brighest idea, but think about this: The BSP map format that's currently used in source was never meant to be used in big outside areas, but yet many maps insist of having quite large areas in this format.

What I'm saying is that there might not be a clear use at the moment, but there could be a time where this would be useful. Of course this is just my opinion, but I think it could work for some purposes and I hope that you'd at least consider the idea for an asset. Who knows if people want to create big maps like those in Borderlands or similar, or even just for aesthetic purposes.
I completely agree that community devs might find uses for it, but we have to consider whether or not it's a good use of our (limited) resources to implement vehicles in IA! (which isn't a simple task).

We have no plans to use them in official levels, so I think you'll agree that if we were to spend weeks just for one community map to make use of it, it would have been time wasted.

I'm not ruling it out completely, but it's definitely not a priority for now.

#17 leiftiger

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Posted 16 April 2012 - 02:50 PM

View PostAndY, on 16 April 2012 - 02:26 PM, said:

I completely agree that community devs might find uses for it, but we have to consider whether or not it's a good use of our (limited) resources to implement vehicles in IA! (which isn't a simple task).

We have no plans to use them in official levels, so I think you'll agree that if we were to spend weeks just for one community map to make use of it, it would have been time wasted.

I'm not ruling it out completely, but it's definitely not a priority for now.
Yeah, I guess it'd be a waste of time and resources if it's not going to be used a lot. Glad to see that it's not completely ruled out though.

#18 Sabre

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Posted 21 April 2012 - 03:59 PM

Quote

Assets are modular when you can take a "set" and build multiple areas with it, like corridors of different shapes and sizes. In a way, this makes building the level a bit easier and lets developers (and community mappers) focus much more on gameplay.

Will sets be compatible with each other?

#19 AndY

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Posted 21 April 2012 - 09:11 PM

View PostSabre, on 21 April 2012 - 03:59 PM, said:

Will sets be compatible with each other?

Each "environment" will have a handful of sets, but sets from different environments might not work together too well. It's still a bit early to know for sure since we've only been working on the first environment so far.





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