At Gamescon 2012 the following video demo of Neverwinter's Foundry was recorded by Game Trailers and posted to their site.
Part 1Part 2
While it's still apparently in Alpha. I'm really excited about the foundry's future in STO.
1. Screenshot previews in map and costume selectors - These are great to help people select map and costumes better.
2. "Populate Room" - 'nough said. Though whether this comes to STO is unknown
3. In-foundry chat - Long awaited and requested feature
4. Custom interiors and doors. Can't wait.
5. Author Subscriptions
Is there anything else you're looking forward to from getting from Neverwinter? Or any other thoughts or questions from watching this video?
I just wanted to share.
Comments
I am also curious about the end mission chest. What is Cryptic going to do to avoid exploiting it?
Foundry Mission Database
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan
She answered that in the Q&A session at the end (although it was hard to hear) that the reward would be based on the characters level and how long it took to play the mission.
I hope this comes to STO.
Click here for my Foundry tutorial on Creating A Custom Interior Map.
First, the Interact with Object objective she was using had advanced options. It's hard to make out, but I can pick out the 3rd field which says Failure Text. Now this is interesting because for us, it isn't possible to fail an Interact objective.
Also in addition to the long lost Dialog with Object, they have another new objective. It looks like Unlock Door. Could be specific to Neverwinter or it could have something to do with custom interiors.
You'll also notice that in the map editor, they have a couple extra tabs. I can just make out that they have a Traps tab and a Teleporter tab. Now these could be object type unique to Neverwinter, but I can't help but think of hazards and in-map transfers.
I'm a little sorry they didn't have time to go deeper, I would have loved to seen they're trigger options and NPC behaviors.
Foundry Mission Database
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan
Good point, I wonder if that is because Neverwinter doesn't have anything like bridge officers, comm systems or anything else that would involve talking to someone that isn't directly in front of you.
I really wish Cryptic made cities and zones as grand as what was on that video.
Foundry Chat: Nice! Be nice to chat while designing without cutting out while having to get off the testing character.
Map Previews: I really liked. Nice we don't have to go 1 at a time like with the current version.
Customizeable Interior Rooms: Really like to see that for STO. Make ships feel like ships.
Enemy Difficulty?: Ohh this is nice.
Job Board: Really liked the Improved UI where you can find things with a click, especially the Author's other works.
My character Tsin'xing
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We already have that, players can tip dilithium to authors.
Just goes to show I need to pay more attention to the Foundry, then. I've been holding out for a while to see how the NW version is adapted to ours.
ALL HOLDINGS FINISHED! - Starbase 5-5-5-5 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3
A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome.
Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
Are you serious? You could fit several First Cities in the city of Neverwinter.
This is a video I found of the Foundry presentation. It's being done by a different person than the one floating around on the forum so while he does the same things, he does talk about a few things the other presenter didn't talk about and also answers a few questions from the crowd. One big thing is that he goes into greater detail on the "Quest Board" and "Author Page".
Video Link (scroll down a bit): http://www.pcgames.de/Neverwinter-PC-235686/News/Neverwinter-Gamescom-Video-zeigt-Level-Editor-Foundry-1018577/
There was also an article theverge.com about the Foundry. There's a lot of things that the article mentioned that wasn't in the demo itself.
http://www.theverge.com/gaming/2012/8/18/3251244/neverwinter-foundry-lets-you-build-anything-from-pvp-to-text
Here are some quotes about things we haven't heard about before:
Most of this we are familiar with, but the "secret options" is something we don't have. While stats aren't a big deal in STO as most games, this certainly reminds me of the Tactical/Science/Engineering quest branches that some Cryptic missions have included.
Tags will be a great boost for finding mission content. If a player is looking for a specific type of mission (Klingon, Time Travel etc) they could just use this instead of scrolling through the ENTIRE LIST of missions. It will also help authors get their missions some more exposure.
We've heard about the STO devs wanting this as well. It's cool that missions that don't yet exist can be put in the chains.
Personally I wouldn't know what to do with this but I still find it an interesting concept. I'm sure there's other people here who would be able to do something cool.
Something we've been looking for since the Foundry came into existence! However Clickies will still be used if they keep the 1440 Dilithium "Investigate Officer Reports" mission. Hopefully it will be tossed in lieu of the new reward system.
Kind of cool, people can integrate this reward into their missions. For example "steal super gun from Dominions" mission which rewards you the "Shapeshifting Rifle"
I think this is a step in the right direction. Exploiters will exploit but this allows both some protection against them and allows players to play a hefty amount of UGC before being capped.
Foundry Mission Database
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan
Mistook your use of "grand" to mean "stately, or splendid nature" rather than "large or impressive in size."
ALL HOLDINGS FINISHED! - Starbase 5-5-5-5 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3
A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome.
Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
They do, check out Millenium City in Champions online.. unfortunately in STO, the closest we have to that is "sector space" which no one wants to spend any time in, because it's just the space between missions.
We have this to a degree. We can hide/shoow based on objectives and in map object dialogs triggers such as Object interacted, reached markers and Dialog prompt reached.
Just an FYI
I'd need to dig, but I seem to recall the CO devs admitting to the fact that MC is literally the biggest they can make with the current Crypric Engine, no bigger will be possible without zoning...
I do miss big sandboxes with behind-the-scenes zoning and big issues if you traded something to someone across a hidden server line in your house on Tatooine...
ALL HOLDINGS FINISHED! - Starbase 5-5-5-5 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3
A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome.
Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
While they have demonstrated this, they have no willingness in STO. Mainly, because I think they don't know what to put in these cities.
Could you imagine if First City was that size, where the farther you got, the more delapodated the buildings become (I.E. the slums)? Or travelling through Downtown San Fran in traveling across the bay on a transport or even walking to Starfleet HQ or Starfleet Medical from Starfleet Academy? Or walking around the cities of Andoria, Vulcan, or even the resorts of Risa (which isn't Giligan's Island).
The poster formerly known as LordOfPit, and his blog.
* Dec 2007 (CO)
* Oct 2008 (STO)
I absolutely love the room legos and the doors. That kind of feature would make building sets so much less time consuming. And our sets would actually not be ugly mashes of the same 3 walls that don't fit together.
We absolutely need this for starbase and ship interiors, where I can easily attach an engineering room to a corridor that leads to a turbolfit, etc.
Really, really, really hope that there is someone actually making the legos for sto. But, I wouldn't be surprised if there is not. At the most basic level for sto, if they just ripped apart some interiors and gave the pieces, we'd probably be happy with that.
I also really like the added UA for subscribing to an author.
What really really confuses me is the lack of a popup dialogue in the story board. I can't imagine building missions without it, unless it's something that I add onto the map. In some ways that is much better to work with, since it can be tied into triggers. But I still use a lot of dialogues on the story board. Linking every one into a trigger would be annoying, and there are times when I wouldn't want to do so.
Anyways, I really hope to see some of this stuff make its way back to sto.
however I cannot guarantee about a FULL and/or DEEP costumization (making custom hallways, custom lounge/mess hall, crew quarters, shuttlebay/hangars, custom bridges, etc...) but at least creating something more... unique and more according to the players' convenience and creating customs crewmembers (create our crewmembers with uniforms and races that the player's want)
for fleets, this may be also is great oportunity, the Creator of such fleet and High rank members can customize their starbase, aslo creating a proper zone for the starbase (let face it, no all want their starbase in a deep space, others want to their base in an asteriods' belt or orbiting a planet) as their want, making the starbase's interiors and zones more unique and different from others,
but when that happens, the game will be in season 8 or 9 :P
I could be wrong, maybe this will never happens, but everyone has the right to dream. :rolleyes::cool:;)
The lack of pop-ups is because STO took a shortcut with hailing/combadges.
You'll actually have to walk up to someone to talk to them in Neverwinter and, presumably, stay in close range of them to talk.
That doesn't make sense to me. Even without hailing there are still going to be times where you need to have a dialogue pop-up. Someone you're passing by might yell for help, or ask you to come over and speak to them.
Not having pop-ups would be very constraining, maybe worse than any of the limitations we face right now in the STO Foundry. It basically means that all NPCs can only be used to react to the player, instead of actively engage the player themselves. (Imagine from the standpoint of the NPC that when a player talks to them a pop-up dialogue appears to them, when you get a pop-up dialogue it's because they acted first and initiated communication with you.)
Click here for my Foundry tutorial on Creating A Custom Interior Map.
Now that being said - thank goodness they've at least created the Foundry for STO & NWN3 and that there will be community content (unlike so many other games).
Fleet: 1st Order of Role-Players' Guild - gaming together since 2004
As for the NW Foundry, its actually got me interested in the game, where I wasn't before. I'd love to see more.
If you recall your GTA 3 to GTA VC, games such as these required splash screens to swap out maps and "rezone" the player. This was virtually done away with in GTA SA, as the only time it occurs is when you enter or exit a building. Then by GTA IV zoning seemed to vanish altogether.
So how was this accomplished? Graphics engineers and model makers now use LOD modeling. LOD is short for Level Of Detail and what we do now is start by making low resolution maps of the entire world with minimal texture. This model shows up in the far distance. As the player gets closer we replace both the mesh and texture with a medium resolution. The section of the map the player is currently working in is the highest detail. As the player moves, the high resolution is replaced with medium and low.
Another "trick" used is to only draw and calculate what is inside the player's view. This can best be seen in GTA SA. Traffic and peds appear from nowhere when your back is turned.
As for shear size, we had an argument at work about which game had the larger map. GTA SA or Morrowind? In the ESM editor manual it stated distance and then we found that GTA SA has a simple way to measure distance walked on foot or driven by car. It turned out the both maps were too close to call. Each 2.5 to 3 virtual miles end to end. However in the end it was pointed out that with the ESM editor that ships with Morrowind it could expand out to infinity, so we agreed that Morrowind won.