After having worked in the modding community and later as marketing artist at Ubisoft Blue Byte, I've founded my own independent studio Frame6 with three other former gamedesign students of the Mediadesign University of Applied Sciences.
Lots of stuff, currently improving the game accessibility a lot :)
Still not to the point where we can safely announce a release date, but we're currently in a good pace
I've never had the chance to look at the CryEngine content tools closely, I always thought that the idea of brush-based geometry had been abandoned, so you would have to create modular models for all sorts of walls, ceilings, etc.
Speaking of a best practise approach, what would you say is the best use for these solids apart from using them as a reference mesh?
I'd imagine that they're useful to create the elemental walls for levels that have a strong mix between indoor and outdoor scenarios. You could test and tweak the level flow and solid sizes before even getting your hand at Max. I always imagine it to be more intuitive to create freely scalable solids rather than building your entire level around tileable models for walls, etc.
What kind of use would you recommend? What are the limitations?
Unlikely. In fact, those were two different project teams with just few personnell being shared between both. Which means that the people that are working on TNE have no real interest in the franchise.
Uhm the deadline for the last vote was March 12th. How is that three months?
That's too far ahead to tell, actually. We've gotten to build in some micro-narratives in the multiplayer maps, which are mostly objective-driven. Before approaching any single-player concepts, that's our main focus. But can you imagine an FPS singleplayer without NPCs? ;)
Mace, you're just too cruel :P
You'll have to make a decision for one if you want your vote to be counted :)
It is class-based, but different from MB2.
Will be attending GDC Europe instead ;)
I had exactly this vision several years ago, but with i-novae, this seems to become possible. What's a drawback for FPS elements though is the fact that the environments are all procedural. While you can give planets a different overall appeal like that, you aren't able to create any particular points of interest that you actually design. Imho that's a major drawback.
DLCs: I think that could work with a filter. But in terms of accessibility and flow, I think a separate tab on the base game's page could be very useful. If I'm searching for a DLC, the first thing I'm searching for is the actual base game. Sometimes, I'm also not aware what DLCs are out there for a specific game, so it's nice to see DLCs associated with the game (just like you associated mods with the game).
Now, a DLC tab could contain the DLC titles, prices and perhaps the average user rating. But they'd only be links, so the DLC itself could have a separate product page - which would then enable the same kind of social communication for the DLC that games have.
I'd personally rather browse that way than to search for DLCs directly in the games section.
First of all, let me say: I really love how Desura progressed and the interface is great! It's lightweight, fast and even beats Steam when it comes to community and mod integration. As for your questions:
What content & features do you want to see on a game's profile/selling page?
- I'm very convinced with what I'm seeing at the moment. User comments, community ratings and reviews, videos, screenshots. Concerning community, it would be interesting to see on that page, which of my friends have the game. Other than that, I'd like to see the release date on the profile and a notice about DRM systems utilized. Those are often a reason for me not to buy a game and I've made bad experiences on Steam because they're not always writing that down in the profile. Should be made a policy for developers that they _must_ give information about DRMs. Concerning DLCs: A separate tab would for DLCs would be nice, in order not to bloat the "release" list. Would also allow for some space so that users could separately rate and review the DLCs.
What content & features do you want to see on your own and others profile page?
- Love it, no ideas right now.
What application features would you like to see in the future?
- I'd like to see an age verification system. I'm living in Germany and we get a lot of stuff censored here, even as adults. What's been happening on Steam lately is that adults bought uncensored games from the UK for instance, but then they were afterwards censored through Steam because the publisher (Activision) was afraid of sanctions in Germany, because Steam has no age verification. If Desura could provide me with 18+ games that are uncensored, it would yet be another USP compared to Steam.
It's currently on hold since we required a game engine with rather unusual properties. Unfortunately, our target engine seems to be turning into vaporware, so we wait ;)
"Fall of the Commonwealth" from our soundtrack
You know, these MOTY awards start becoming a way for me of feeling older :P
No. We actually decided to abandon that concept like a year after we started. There were some conflicts with a few MB2 team members which led us to do our own thing. In the end, this seemed to be the best decision, since it allowed us a little more creative freedom.
Not in the current state of development. The idea keeps floating around for another game mode that is being discussed, but what I can say for sure: definately not in the first release.
More about our actual gameplay still to come.
We usually look at the applications to build some focus groups and distribute the testers around the globe, so we can match a couple of time zones.
It's actually ash, not snow - but I get your point :)
Yeah, Black Mesa has an amazing soundtrack! I'm still hoping for a full release of that soundtrack :)
It won't be like Battlefront, we thought that the gameplay mechanics were too arcadey and wanted to build something different. But we'll push out another article soon with some more indepth info on what our new gameplay prototype looks like.
The ideas are still in place, but our focus is an interesting multiplayer experience with episodic releases that enhance the gameplay down the line. We have also restructured large portions of the game logic, so other people (who are not necessarily on the team) can build their own objective-driven multiplayer scenarios as well. A mod for the mod, if you will. So whatever comes, multiplayer will have priority.
It's the visuals or the music that catch my attention at first, but the decision wether to buy or not is mostly made through story for me.
It's the Dowager Queen, one of the early starships doing colonization efforts on Tatooine. It crashed in the desert and became the center of a community later forming the city of Mos Eisley.
We have an internal target date set, but there are a couple of variables that you can hardly control on a project that's done in your free time. So at this point, we don't want to publish any information on our internal goals yet - hope for your understanding.
Unfortunately, the engine we planned to build on isn't progressing as good as initially thought. We're in idle state until it reaches the capabilities we need for the space/planet transition. Unfortunately, I can't tell when that's gonna be since that's not in our hands :(
The DRMs are forced by publishers such as EA, I've read in an interview that Valve doesn't really want these DRMs, but when negotiating with publishers to sell their games on Steam, they often doon't want to throw their own DRM overboard.
If the Indie developers don't go DRM-crazy like EA did, I don't think Desura will be equipped with that crap.
Sorry...I haven't been at ModDB in a while - lots of stress lately, just begun game design studies at university, so life's got a bit chaotic in the past weeks. But I'm currently investigating the chances of proceeding ;)
No, it's simply slowing down at the moment since we're waiting for enhanced engine capabilities to realize our vision. We're doing some behind the scenes preproduction, but it's really too early to show much.
As mentioned on another comment: This was originally a reel of work we've done at Invision Games for a university presentation. The Andromeda Ascendant is from an Indie project we're currently doing some pre-production on, you can find that project through our team profile.
The music too is from the other project's soundtrack, not TNE.
That's the Andromeda Ascendant from another indie project that some of us are involved in. This flythrough reel was originally done for a presentation at university, so I didn't do any further editing, since I didn't know that Lindsey would post this here :p
Great work! Granted, it's not my personal favourite direction, but it is a very unique musical style that fits a rather unique game and its atmosphere. Very well done!