alapidis

alapidis



08 Feb

Comment

Originally posted by ItzAlphaWolf

Would it be possible to add foundation blocks to help placement on uneven terrain as well?

I asked that too but it just recreates the same issue of needing to support a large depth difference on all sides of the structure foundation. And it wouldn't really solve it, since then one side would have a massive wall from the block face where the other side is close to the surface.

Keeping the footprint of the building tight, and building in access ramps to each doorway is really the ideal solution.

Ya want:

  1. Smaller footprint to require less unobstructed area.
  2. Tall skirt to support vastly different terrain height from all sides.
  3. Ramps to all doors perpendicular with doorway stairs to offer access at extreme height differences without expanding the footprint.
Comment

Originally posted by c0baltlightning

Another thing to do is to make another invisible ramp where the stairs are.

Old technique that not many games do nowdays.

All stairs are secretly ramps... you see any IK on those feet?

Comment

Originally posted by Longbow92

Comfy, although alittle offtopic, would there be a chance that the HIVE asset becomes repurpsed into a sort of hex-wide stategic building that gives buffs to your faction? Kinda like outfit modules, but in construction form.

That's up to design. We all pitched ideas, but there's allot of factors to take into account that "sound cool in my head" but when I discuss it with a real designer -- who understands the meta and game wide impact of every cool idea I have -- I am humbled by how complex and interdependent it all is.

Comment

Originally posted by redgroupclan

Great to see you posting a response to feedback! Thanks! It is a concern of mine of how this thing is going to get placed anywhere when even the hexes DESIGNED for construction bases don't have flat terrain.

There are control points at the base of contonstrction elements which define the low-high range of terrain that is acceptable for placement. With the long skirt below the foundation line, it should be very forgiving. And we're adding ramps like this to ensure if the terrain at the front is higher than the back there's still easy access.

I'm doing everything I can to keep the footprint small at the foundation, hence the overhanging design which was suggested by Wrel to offer more play space without demanding larger flat areas.

Comment

Originally posted by heshtegded

nice to see the containment site texture sheet and geometry being used elsewhere in the game

are the existing construction assets going to have a similar pass to extend their bases?

Hi, actually this isn't anything from the containment site, but the look does feel less boxy and cleaner like we saw in the site with more rounded elements. Whether the older props get a fresh coat of paint is mostly dependent how long getting the new stuff in will take and if we have time left to go back and touch up older models. But I'm game for it.

Comment

It was mentioned that the door ramp might be too short for uneven terrain. Wrel had similar feedback and so we added a split ramp to keep the footprint tight and avoid oddly extending the stairs. Hope this addresses your concerns.

Comment

Originally posted by Hylpmei

They really just need to extend the base of the structure. If people can't get into their structures because they built the entrances too high, that's their problem. But at least that one speck of janky terrain won't stop us anymore.

The base pivot is really above the first or second step but I added a split ramp that follows the round exterior to help people get on with uneven terrain without extending the footprint too much. So noted, and addressed.


13 Jan

Comment

Originally posted by Wrel

Hey there. I don't typically chime in on posts that target the developers, but I think some of those callouts are worth addressing. I've had a contentious relationship with some portions of the community over the years due in part to the reasons you mention, and I've actively been working to better myself in these areas year after year. I hope the effort is visible in some respect, despite the occasional slip-up from time to time.

For everything else: it would be challenging for any developer to address the needs of a such a broad community -- with drastically different perspectives on what the game means to them and how things should change -- and I've tried my best to balance the needs of the game, community, and organization, with whatever resources were available. It hasn't been an easy process, and I don't foresee it getting any easier. But we're in year 11 now, and the only path that there is or ever was, is forward. Hopefully we can course correct a bit in 2...

As an impartial, totally not bias, member of the player base and not 3 devs stacked in a trench coat . I think you’re doing great. Now if you’d sign off on this promotion to grant me unlimited creative control of the game and it’s design that’d be greeeeeaaaaaaatttt…. Wrel’s face on everything! All outfit logos are now wrel! Nanites replaced with wrelites. Cortium is now precious chunks of wrel. I’ve got notepads full of ideas! Notepads wrel!


11 Aug

Comment

Originally posted by alapidis

Damian linked this to us in teams chat. This is so cool man! Awesome work! I'm excited for what you show next!

Also, Vanu, quality choice...

Comment

Damian linked this to us in teams chat. This is so cool man! Awesome work! I'm excited for what you show next!


29 Jun

Comment

Glad you guys like it! Always fun when I get to contribute to character art. And now back to my environment dungeon to work on whats coming later...


20 Nov


01 Oct

Comment

Originally posted by [deleted]

[deleted]

Probably the other way around, animators always search youtube for dance videos to key off of. When we did the night-elf dance emote on WoW no one had even heard of Alizee in the office. Then the entire game community discovered the video.

Comment

Originally posted by [deleted]

[deleted]

Afraid not, the bastion had to be tweaked to make it smaller for maneuverability as a vehicle you can pilot. (Those things are massive). So the doors and such got scaled down, there's no interior anyways. If we ever utilize it as an enterable structure (and I've pitched ideas to Wrel) then everything will be properly scaled.


28 Sep

Comment

The crashed bastion did not have the fidelity to be explored, it was a facade prop meant to be seen from the distance to help create a landmark for gameplay. Given the chance I would build out an interior fit for gameplay rather than just butchering the model for facade purposes.

Likewise the interior was designed for PSA was made as a self contained pre-game area behind the flight deck. An upper hangar with vehicle bays that would be deployed through the shield gate; to fly out on their own or be raised from the lower hangar below deck like on an aircraft carrier. There was a plan to add more of the interior for exploration during pre-game if things went well but alas many reasons contributed to the games demise and I never got to fill out the rest of the bastion.

Comment

Some people just want to watch the world burn... from orbit.

Comment

No nightclub unless animation can give me dance emotions like in VtM: Bloodlines.

https://www.youtube.com/watch?v=_lPagAuwOXY


24 Aug

Comment

WOOP WOOP EMERGENCY PATCH FIX INCOMING!

I'll get that fixed for ya or my name isn't "ART MONKEY GET OVER HERE AND BRING ME COFFEE!"


11 Aug

Comment

Originally posted by uzver

Glad to see my post is worked :)

BTW, you should get RPG flair.

Waiting on forum mods :D