Ok, I just watched the video and it was pretty short but a good intro. I enjoyed the music you picked as well. That said, what I would really appreciate more than anything is simply watching you go through each step to create a basic mission while explaining what you are doing.
Ok, I just watched the video and it was pretty short but a good intro. I enjoyed the music you picked as well. That said, what I would really appreciate more than anything is simply watching you go through each step to create a basic mission while explaining what you are doing.
I'll do this on Friday for you, GN. I'll do something simple, like a kill 2/2 mission on a planet, from start to finish. Would that be helpful?
Ok, I just watched the video and it was pretty short but a good intro. I enjoyed the music you picked as well. That said, what I would really appreciate more than anything is simply watching you go through each step to create a basic mission while explaining what you are doing.
Agreed. Can you add a simple narration track? I'd rather hear that than the music.
Very. And if your taking requests, I would like to see a ground/space combo mission. Thanks in advance.
OK, It'll be a ground space combo that involves defeating a bird of prey, approaching a planet, beaming down, scanning a tree and killing a Klingon. That should cover several basics.
OK, It'll be a ground space combo that involves defeating a bird of prey, approaching a planet, beaming down, scanning a tree and killing a Klingon. That should cover several basics.
Very. And if your taking requests, I would like to see a ground/space combo mission. Thanks in advance.
Probably goes without saying. But I'd like you to focus on transitions as well:
Space to ground
Exterior ground to interior ground
Interior ground to exterior ground
Ground to space
You could put these up as short videos or all four in one video. It would help us understand transitions a little more without being burdened down with all the extra stuff.
I'll do this on Friday for you, GN. I'll do something simple, like a kill 2/2 mission on a planet, from start to finish. Would that be helpful?
That would be immensely helpful. I'm one of those folks who learns best by watching others.
I thought of another question..
You said NPC pathing is generated by the engine when you publish a mission, but is there a way to create custom paths to add a bit of intelligence to our AI? I don't know if I'm expecting too much of the Foundry, but from your experience with it in CB, could you compare it to Bethesda's GECK and TES editors, and maybe highlight the differences in what the Foundry can or can't do compared to those?
I've also been wondering if there's a mission template we could maybe download/import and reverse engineer to learn from?
Probably goes without saying. But I'd like you to focus on transitions as well:
Space to ground
Exterior ground to interior ground
Interior ground to exterior ground
Ground to space
You could put these up as short videos or all four in one video. It would help us understand transitions a little more without being burdened down with all the extra stuff.
That would be immensely helpful. I'm one of those folks who learns best by watching others.
I thought of another question..
You said NPC pathing is generated by the engine when you publish a mission, but is there a way to create custom paths to add a bit of intelligence to our AI? I don't know if I'm expecting too much of the Foundry, but from your experience with it in CB, could you compare it to Bethesda's GECK and TES editors, and maybe highlight the differences in what the Foundry can or can't do compared to those?
I've also been wondering if there's a mission template we could maybe download/import and reverse engineer to learn from?
(Sorry, I ask way too many questions sometimes)
I've not played those tools, so I can't comment, but I don't think that there is a way to direct the npcs toward specific paths. There are animations that can be added to change the way that group npcs behave, but they are not goal specific.,
Regarding a miision template, it was suggested during CB several times. Cyptic did not comment, I recall. They seem to think their walk-through is a good guide to get you started.
Ok, I just watched the video and it was pretty short but a good intro. I enjoyed the music you picked as well. That said, what I would really appreciate more than anything is simply watching you go through each step to create a basic mission while explaining what you are doing.
I'm uploading the video right now.
I will add the same annotations explaing each step. You can create an entire mission in under ten minutes by following this tutorial I'm uploading.
Dialog options are limited. There is no branching dialogue although that is high on the devs' wishlist. You will have one choice which advances the mission.
However, you can add idle chat to a random npc that has no bearing on the mission. For example, you could put a barfly in a tavern that always says "Whatcha looking at?" You wouldn't have to speak to her to advance the mission. She would just be filler details that adds character to the mission.
You can also set dialogue for contacts that are not required for the mission.
Very nicelty done (helps see how mission flow creation works). The other interesting thing (IMO) is: The music you picked is reminiscent of some of the quiter themes used when travelling long distances in EVE OnlIne
Very nicelty done (helps see how mission flow creation works). The other interesting thing (IMO) is: The music you picked is reminiscent of some of the quiter themes used when travelling long distances in EVE OnlIne
Anyhow, please keep these coming.
Will do, man!
Expect a few more videos throughout the weekend. I want players to get up-to-speed on the Foundry.
Getting to see this process in action really helped to clarify in my mind how mission building will work. I am sure that there are MANY additional elements that can be incorporated with time and effort--good job keeping this tutorial simple, I am sure it was tempting to really show what all can be accomplished...Heh.
I'm watching the new video now and my first question is, is it possible to create a mission without setting a location that someone has to go to to speak with the initial contact like ESD or Andoria(in your video)? Can you just skip that step and have them go to the "doorway" into the mission? Sorry if this question is already answered, I just didnt want to forget it.
I'm watching the new video now and my first question is, is it possible to create a mission without setting a location that someone has to go to to speak with the initial contact like ESD or Andoria(in your video)? Can you just skip that step and have them go to the "doorway" into the mission? Sorry if this question is already answered, I just didnt want to forget it.
I'm not sure what you mean.
The Grant Mission dialogue is mandatory - however we've asked to customize it to include mysterious figures, objects, etc. You do, however, have to tell them what doorway to use. This is the functional purpose of the Grant Mission Dialogue.
After that, it's entirely up to you. I only included a dialogue as the first objective to show off more of the features.
I'm glad everyone enjoys it but I'm having trouble nailing down a proper format for some advanced techniques.
Does anyone want to see something specific done in the Foundry? Ask me and I"ll try and record it.
Does everyone want to see what a mature, fully-realized mission looks like (and not just a rushed one)? Ask here.
Honestly, I think the best format is simply watching you go through each step to create a mission and explaining the step as you do it. Do a few examples like a space combat mission, a ground combat mission, a combo, a non combat interactive mission, etc. And I cant thank you enough for these videos, they will be such a big help when the Foundry is back on Tribble
The Grant Mission dialogue is mandatory - however we've asked to customize it to include mysterious figures, objects, etc. You do, however, have to tell them what doorway to use. This is the functional purpose of the Grant Mission Dialogue.
After that, it's entirely up to you. I only included a dialogue as the first objective to show off more of the features.
Well, the fact that I'm not completely familair with what I'm asking probably doesnt help. But at 1:04 in your 2nd video your at a screen that shows ESD, and then you change the location to Andoria. Is this a step where you have to go to that location to speak with someone or what? I guess I'm just confused as to what that box means.
Well, the fact that I'm not completely familair with what I'm asking probably doesnt help. But at 1:04 in your 2nd video your at a screen that shows ESD, and then you change the location to Andoria. Is this a step where you have to go to that location to speak with someone or what? I guess I'm just confused as to what that box means.
I was showing off that you could select an NPC to deliver that dialogue from those locations.
You don't actually go there - you just "borrow" that NPCs costume for the dialogue. This is useful, for example, if I wanted the OPs Chief at DS9 as a contact without having to recreate him/her. You get the exact NPC contact available in-game. This means your mission can seamlessly integrate with the game world.
If you did, however, want a player to talk to an NPC at ESD or Qo'nos, you'd create a "Talk to Contact" objective and select them from the map - this would create a map transfer for you too (as you have to travel from wherever you are to wherever they are).
yes you can make an enemy group appear out of nowhere after reaching a goal or scanning an object.
im pretty sure i saw a costume for a borgified cardie before.
not a 100% sure what you mean by a cardassian silhouette but i think not.
On the last one, I want the final contact to be the shape of a Cardassian without actually seeing what he looks like. It fits into my story better if you can't see the last guy who's taunting you...
Possibly. Have you tried using the infected skin from the Alien editor?
Foundry's been down when I have a chance to use it. I want it to look like a Cardassian who has had a serious case of nanite infection. But I'm going to play around with the action costumes. I kind of want him to fight like an Augment.
Comments
I'll do this on Friday for you, GN. I'll do something simple, like a kill 2/2 mission on a planet, from start to finish. Would that be helpful?
Agreed. Can you add a simple narration track? I'd rather hear that than the music.
Very. And if your taking requests, I would like to see a ground/space combo mission. Thanks in advance.
OK, It'll be a ground space combo that involves defeating a bird of prey, approaching a planet, beaming down, scanning a tree and killing a Klingon. That should cover several basics.
That sounds great!
Probably goes without saying. But I'd like you to focus on transitions as well:
Space to ground
Exterior ground to interior ground
Interior ground to exterior ground
Ground to space
You could put these up as short videos or all four in one video. It would help us understand transitions a little more without being burdened down with all the extra stuff.
That would be immensely helpful. I'm one of those folks who learns best by watching others.
I thought of another question..
You said NPC pathing is generated by the engine when you publish a mission, but is there a way to create custom paths to add a bit of intelligence to our AI? I don't know if I'm expecting too much of the Foundry, but from your experience with it in CB, could you compare it to Bethesda's GECK and TES editors, and maybe highlight the differences in what the Foundry can or can't do compared to those?
I've also been wondering if there's a mission template we could maybe download/import and reverse engineer to learn from?
(Sorry, I ask way too many questions sometimes)
Yeah, these would be a huge help too if you could
I've not played those tools, so I can't comment, but I don't think that there is a way to direct the npcs toward specific paths. There are animations that can be added to change the way that group npcs behave, but they are not goal specific.,
Regarding a miision template, it was suggested during CB several times. Cyptic did not comment, I recall. They seem to think their walk-through is a good guide to get you started.
I will add the same annotations explaing each step. You can create an entire mission in under ten minutes by following this tutorial I'm uploading.
There was originally narration but technical errors forced me to pull it at the last moment (hot mic and magnetic interference caused hissing).
You can also set dialogue for contacts that are not required for the mission.
Looking forward to seeing the next installment. Your initial effort is very much appreciated, well done.
maj!
Anyhow, please keep these coming.
Will do, man!
Expect a few more videos throughout the weekend. I want players to get up-to-speed on the Foundry.
meow
Im sure to be confused once I get in but I see now how you can make a mission and test it.
Bookmarked for refrence when I get stuck later.
8-)
Getting to see this process in action really helped to clarify in my mind how mission building will work. I am sure that there are MANY additional elements that can be incorporated with time and effort--good job keeping this tutorial simple, I am sure it was tempting to really show what all can be accomplished...Heh.
maj!
Does anyone want to see something specific done in the Foundry? Ask me and I"ll try and record it.
Does everyone want to see what a mature, fully-realized mission looks like (and not just a rushed one)? Ask here.
I'm not sure what you mean.
The Grant Mission dialogue is mandatory - however we've asked to customize it to include mysterious figures, objects, etc. You do, however, have to tell them what doorway to use. This is the functional purpose of the Grant Mission Dialogue.
After that, it's entirely up to you. I only included a dialogue as the first objective to show off more of the features.
Honestly, I think the best format is simply watching you go through each step to create a mission and explaining the step as you do it. Do a few examples like a space combat mission, a ground combat mission, a combo, a non combat interactive mission, etc. And I cant thank you enough for these videos, they will be such a big help when the Foundry is back on Tribble
Well, the fact that I'm not completely familair with what I'm asking probably doesnt help. But at 1:04 in your 2nd video your at a screen that shows ESD, and then you change the location to Andoria. Is this a step where you have to go to that location to speak with someone or what? I guess I'm just confused as to what that box means.
I was showing off that you could select an NPC to deliver that dialogue from those locations.
You don't actually go there - you just "borrow" that NPCs costume for the dialogue. This is useful, for example, if I wanted the OPs Chief at DS9 as a contact without having to recreate him/her. You get the exact NPC contact available in-game. This means your mission can seamlessly integrate with the game world.
If you did, however, want a player to talk to an NPC at ESD or Qo'nos, you'd create a "Talk to Contact" objective and select them from the map - this would create a map transfer for you too (as you have to travel from wherever you are to wherever they are).
Make sense?
Have them scan a couple clouds and then make a ship spawn in one of the clouds AFTER reaching a set objective?
Create a Borgified Cardassian?
Create a Cardassian Silouette?
Yep, thanks!
yes you can make an enemy group appear out of nowhere after reaching a goal or scanning an object.
im pretty sure i saw a costume for a borgified cardie before.
not a 100% sure what you mean by a cardassian silhouette but i think not.
If you're asking for the player to be auto-moved across a map - this isn't possible yet.
Possibly. Have you tried using the infected skin from the Alien editor?
I haven't tried this before but there's a small chance of it being possible. Not yet - but this was a highly request art feature (instant mysterious silhouette)
On the last one, I want the final contact to be the shape of a Cardassian without actually seeing what he looks like. It fits into my story better if you can't see the last guy who's taunting you...
Foundry's been down when I have a chance to use it. I want it to look like a Cardassian who has had a serious case of nanite infection. But I'm going to play around with the action costumes. I kind of want him to fight like an Augment.