Wednesday, Sep 12, 2007
And we've been keeping very very busy ^_^;
Unfortunately we're not at a point where he have a lot to share because we're still engaging in a process of discovery on many new game design elements.
I will tell you a little about how the team has grown. We now have 2 additional mappers working part time on our title. We're investing a lot of time making "checker board" maps or rather maps that are game play only.
In our 90 day run for glory, we spent a lot of time building foundation and simply getting things up and running to conventional standards. From there and since then we've begun to tune. That goes for player and weapon behaviors, maps (one of our mapping techniques is to start with a real place and then begin to customize and combine, whatever best suits the game) and scoring.
Since then we've prototyped several new game types. I'm bursting to talk about it but we've gotta hold off a little while longer. Sorry ^_^;
We've also radically advanced how weapons and armor are customized. They are quite a bit different than when we started and they are moving in what seems to be a very interesting direction. We started with how real weapon platforms are configured and have worked backwards from there.
The armor system is far less developed but also headed down a similar path.
Another thing we've begun to explore are "smart bombs". Items that players can use that can reshape combat on the ground. We've been brain storming and prototyping a bunch of new ideas. Hopefully you'll see the fruits of our labors soon but probably not as soon as you folks would like. Because we are focused on urban and sprawl type enviros with dismounted forces, we're trying to create things that will have that same effect as when Quaid deploys a clone hologram in the middle of the gun fight at the end of Total Recall. Basically stuff that won't slow down the game but is high tech ^_^
On the art side, Phil and Byungu are working out art maps, creating materials and figuring out how to push the Unreal engine to it's true potential. We're also working with the animation/design company Production IG to provide our concept art. It's been educational and very exciting. Our stuff is moving in a more science fiction direction now, but it still feels "real". That's been very important for us.
We're starting to look like a hybrid of Blade Runner and Iraq. We think that's a good thing
Finally, the social/commercial network stuff (which we intentionally glossed over in the Gamespot series) is also coming together. We're (surprise, surprise) prototyping. We do a lot of that and man do we really miss Max ^o^ He was a force of nature when it came to getting stuff into the game. Then again since he's left I haven't lost a game so every mushroom cloud has a tritium lining ;-)
We'll talk more soon folks
Unfortunately we're not at a point where he have a lot to share because we're still engaging in a process of discovery on many new game design elements.
I will tell you a little about how the team has grown. We now have 2 additional mappers working part time on our title. We're investing a lot of time making "checker board" maps or rather maps that are game play only.
In our 90 day run for glory, we spent a lot of time building foundation and simply getting things up and running to conventional standards. From there and since then we've begun to tune. That goes for player and weapon behaviors, maps (one of our mapping techniques is to start with a real place and then begin to customize and combine, whatever best suits the game) and scoring.
Since then we've prototyped several new game types. I'm bursting to talk about it but we've gotta hold off a little while longer. Sorry ^_^;
We've also radically advanced how weapons and armor are customized. They are quite a bit different than when we started and they are moving in what seems to be a very interesting direction. We started with how real weapon platforms are configured and have worked backwards from there.
The armor system is far less developed but also headed down a similar path.
Another thing we've begun to explore are "smart bombs". Items that players can use that can reshape combat on the ground. We've been brain storming and prototyping a bunch of new ideas. Hopefully you'll see the fruits of our labors soon but probably not as soon as you folks would like. Because we are focused on urban and sprawl type enviros with dismounted forces, we're trying to create things that will have that same effect as when Quaid deploys a clone hologram in the middle of the gun fight at the end of Total Recall. Basically stuff that won't slow down the game but is high tech ^_^
On the art side, Phil and Byungu are working out art maps, creating materials and figuring out how to push the Unreal engine to it's true potential. We're also working with the animation/design company Production IG to provide our concept art. It's been educational and very exciting. Our stuff is moving in a more science fiction direction now, but it still feels "real". That's been very important for us.
We're starting to look like a hybrid of Blade Runner and Iraq. We think that's a good thing
Finally, the social/commercial network stuff (which we intentionally glossed over in the Gamespot series) is also coming together. We're (surprise, surprise) prototyping. We do a lot of that and man do we really miss Max ^o^ He was a force of nature when it came to getting stuff into the game. Then again since he's left I haven't lost a game so every mushroom cloud has a tritium lining ;-)
We'll talk more soon folks
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Posted Sep 12, 2007 3:13 pm PT
Good stuff. Looking forward to the next batch of screens and/or gameplay movies.
Posted Sep 12, 2007 3:20 pm PT
I was worried for a while but glad to here things are coming together. BTW could you upload an avatar dealing with BPRE so each time I read your blog I'm not like who is this.... Oh It's the dude making BPRE!
Posted Sep 12, 2007 7:19 pm PT
Posted Sep 12, 2007 10:24 pm PT
Do you have an estimated release for a demo or are you just shooting for a "publisher demo"?
Posted Sep 16, 2007 2:06 am PT
Currently we are pitching to publishers and investors.
In the mean while we are pressing onward with development as best we can with the team on hand. Aka, we're building content that will be likely used in a public release. Do we have an exact date? No. Simply because it is a mountain of work to get the amount of content we want to the quality level and polish we want and there is no realistic date we can put on that until we have the rest of a team in place.
I will say though, that we will be re-launching the Echelon website sometime in the next 2 weeks. At that point we will be offering a "newsletter" sign up for people who want to be in on the private beta.
Keep your eyes peeled
j
In the mean while we are pressing onward with development as best we can with the team on hand. Aka, we're building content that will be likely used in a public release. Do we have an exact date? No. Simply because it is a mountain of work to get the amount of content we want to the quality level and polish we want and there is no realistic date we can put on that until we have the rest of a team in place.
I will say though, that we will be re-launching the Echelon website sometime in the next 2 weeks. At that point we will be offering a "newsletter" sign up for people who want to be in on the private beta.
Keep your eyes peeled
j
Posted Sep 17, 2007 7:35 am PT
sounds like the game is moving nicely...and it would be awesome to have the hologram-thingy from Total Recall (i love that movie).
i miss the show
i miss the show
Posted Sep 17, 2007 6:01 pm PT
Don't stop blogging please!
Posted Sep 25, 2007 12:07 am PT
How hard is it to make a game?
Posted Oct 3, 2007 4:56 pm PT
Are games hard to make? It sure isn't easy ;-)
Think of it this way. Your average game takes around 2-3 years to make for you, as an end user, to experience maybe 6-8 hours of single play and produce between 6-10 multiplayer maps (of which normally between 3-5 are actually enjoyed by the community at large). This is why Valve only invested in 6 maps for TF2.
Even if you "know" what your gameplay is going to be, you don't really know. When we started Echelon, we had already developed several mods that had semi-walking skeletons of the in-game enviros. We were never able to test how that related to the social networking stuff until we got our hands on the dev kit, despite having built commercial and social networks in the past.
So there we were, with several core assumptions in terms of art and design. As of today (about 9 months since we started full pre-production in the Unreal 3 environment), as many of those ideas survived as didn't. Almost everything has been re-crafted, grafted or amputated in some way. It's the nature of making things.
What we're doing now has many elements of commonality with what we started out doing but during the design process a whole lot of things get cut, just like making a movie, writing a book or creating music. Almost no one gets it right on the first try and honestly most people are lucky to get it right on the third or fourth. It took Slayer years of good albums before Reign in Blood hit. It took David Fincher making commercials for years and Alien 3 before he made Fight Club and Se7en.
Bungie made Gnop and Desert Storm before they made Pathways and Marathon.
And that doesn't even cover how you stay alive while crafting the demo that can convince a publisher/investor to make the title. In the end it's business, creative and technical. All three disciplines are essential to survive.
Think of it this way. Your average game takes around 2-3 years to make for you, as an end user, to experience maybe 6-8 hours of single play and produce between 6-10 multiplayer maps (of which normally between 3-5 are actually enjoyed by the community at large). This is why Valve only invested in 6 maps for TF2.
Even if you "know" what your gameplay is going to be, you don't really know. When we started Echelon, we had already developed several mods that had semi-walking skeletons of the in-game enviros. We were never able to test how that related to the social networking stuff until we got our hands on the dev kit, despite having built commercial and social networks in the past.
So there we were, with several core assumptions in terms of art and design. As of today (about 9 months since we started full pre-production in the Unreal 3 environment), as many of those ideas survived as didn't. Almost everything has been re-crafted, grafted or amputated in some way. It's the nature of making things.
What we're doing now has many elements of commonality with what we started out doing but during the design process a whole lot of things get cut, just like making a movie, writing a book or creating music. Almost no one gets it right on the first try and honestly most people are lucky to get it right on the third or fourth. It took Slayer years of good albums before Reign in Blood hit. It took David Fincher making commercials for years and Alien 3 before he made Fight Club and Se7en.
Bungie made Gnop and Desert Storm before they made Pathways and Marathon.
And that doesn't even cover how you stay alive while crafting the demo that can convince a publisher/investor to make the title. In the end it's business, creative and technical. All three disciplines are essential to survive.
Posted Oct 4, 2007 8:46 am PT
Out of interest, do you have jumping in your game? Or a climb system?
Posted Oct 5, 2007 12:09 am PT
We're actually experimenting with that. We're looking at an action button that would let player surmount obstacles rather than run around them and we've temporarily disabled jump.
Personally, I don't like bunny hopping. None of us do. I think seeing other players bunny hopping even ruins the experience for me. Obviously nothing is written in stone and we have a lot of balance and experimentation to go, but I didn't miss the jump button in Black or Gears.
j
Personally, I don't like bunny hopping. None of us do. I think seeing other players bunny hopping even ruins the experience for me. Obviously nothing is written in stone and we have a lot of balance and experimentation to go, but I didn't miss the jump button in Black or Gears.
j
Posted Oct 5, 2007 4:28 am PT
i have some ideas to take care of the bunny hoppers.
1- if a player jumps in multiplayer he shouldnt jump very high.
2- if a player jumps in multiplayer he lowers his weapon while jumping disabling him of shooting or reloading.
3-if a player jumps too much on multiplayer he should run out of breath disabling him of sprinting and jumping.
and if you add all those thing there wont be a lot of bunny hoppers i think.
1- if a player jumps in multiplayer he shouldnt jump very high.
2- if a player jumps in multiplayer he lowers his weapon while jumping disabling him of shooting or reloading.
3-if a player jumps too much on multiplayer he should run out of breath disabling him of sprinting and jumping.
and if you add all those thing there wont be a lot of bunny hoppers i think.
Posted Oct 6, 2007 7:29 am PT
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allmybase
Can't wait to hear some more in-depth details.