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f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Topic: Auto Assault is done! 0 Members and 1 Guest are viewing this topic.
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Author Topic: Auto Assault is done!  (Read 29838 times)
Yegolev
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2/10 WOULD NOT INGEST


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Reply #70 on: July 09, 2007, 11:34:22 AM

Yeah, what happened to voxels?  And Dreamland?

Why am I homeless?  Why do all you motherfuckers need homes is the real question.
They called it The Prayer, its answer was law
Mommy come back 'cause the water's all gone
Stephen Zepp
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InstantAction


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Reply #71 on: July 09, 2007, 12:24:07 PM

Truly realtime deformable terrain in a persistent zone (I assume a population cap exists, I just don't know it)... you'd think they could license this to companies. Before it was canned, Mythica was going to do the same thing, with the Fantasy setting (years later I hope Microsoft didn't can that project because they decided to back Vanguard).

It's not rocket science. I wrote it in Torque before I was even an employee, with a highly optimized (and therefore difficult to add new features to) terrain model.

Shadowbane had it as well, although (no disrespect intended) it was a pretty half-completed implementation, and buggy as hell.

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Venkman
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Reply #72 on: July 09, 2007, 01:15:45 PM

Yea, but it's already done :)

I didn't think Shadowbane actually transformed the whole terrain, but it's been years since I've been there. SWG does have it though, though AA's was better.
Stephen Zepp
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Reply #73 on: July 09, 2007, 01:53:46 PM

Yea, but it's already done :)

I didn't think Shadowbane actually transformed the whole terrain, but it's been years since I've been there. SWG does have it though, though AA's was better.

SB used the concept of a "deformation area", which meant that the main data stayed the same (networking terrain itself is never a particularly smart thing to do given the information density and therefore bandwidth volume), and then when deformations on the server occured (planting a seed for example), the server networked down to the client to the effect of "hey, this area from (x,y) to (x1,y1) is now deformed, fix your copy.".

In general, it's a pretty good algorithm to use overall, especially for heightmapped terrains. When you start getting into vertex/poly based terrains, it becomes a completely different ball of wax.

Disclaimer: the above description was via "observational deduction"--meaning I guessed, but it certainly acted as if that was the implementation.

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Modern Angel
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Reply #74 on: July 09, 2007, 03:16:07 PM

So Scott Brown learned precisely nothing from pouring so much money and time into the project.

"For whatever reason it didn't take."

Right. I can't imagine how seeing ROGUE CAR, TANK CAR, HEALER CAR and then hopping in only to find that your shots were automated d100 rolls might strike someone as completely fucking nuts. I really like how there's this subtext of BLAME NCSOFT in all that instead of just owning up to making a gigantic turd.
tazelbain
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tazelbain


Reply #75 on: July 09, 2007, 03:23:36 PM

Ya, high comedy.  The question still remains why anyone is giving them more money.  Maybe I need to start an indie MMO development company.  Hey, at least I don't have a track record of complete failure.

"Me am play gods"
Amaron
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Reply #76 on: July 09, 2007, 04:25:32 PM

Now I'm going to go curl up in a ball in the shower Ace Ventura style because NetDevil is the only one even working on a new space MMO and after they flop horribly everyone will just let CCP own the whole genre.

You mean other than Brebion (Infinity),  Perpetual Entertainment (Star Trek Online) and Castle Thorn Software (Starquest Online) presumably.

Well I just kind of exclude games like Starquest Online when I say MMO but I guess that's not very precise of me.  Star Trek MMO is vaporware at this point I figure.  I had forgotten Infinity though.  Still though Infinity seems like kind of an odd ball wild card that might be good or might not be good.

Which all makes me want to cry in the shower again.
tmp
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POW! Right in the Kisser!


Reply #77 on: July 09, 2007, 05:12:08 PM

Quote
Auto Assault Closure: NetDevil Reacts
Based on interview with Scott Brown (CEO, NetDevil)
Article by Dana Massey

NetDevil still has Jumpgate in active service and development continues on an update. They're also working on LEGO Universe and Warmonger. Nonetheless, the Colorado based developer put a lot of time into the project.

The experience did provide them with a wealth of lessons that Brown believes can only help its future projects.

"[Good development] is focusing on a few things and getting them until [they're] great," he told us.
Hmm so good development is focusing on few things and getting them done proper, and yet they're stretching themselves over development of 3 games at once.

If there's wealth of lessons to take from fate of AA, someone been skipping classes.
AngryGumball
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Reply #78 on: July 09, 2007, 11:49:59 PM

What I do not understand about the CEO statement.

They earned good experience, does this mean they kept most everyone that worked on AA and shifted them to other projects within Netdevil.

Seems like its always stories about how most teams dissolve after the project is completed such that they move onto other companies.


Was that simply a PR statement or is Netdevil a different gaming company than others. Such that you really are part of a company and not simply a hired gun.
UnSub
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Reply #79 on: July 10, 2007, 01:09:23 AM

Truly realtime deformable terrain in a persistent zone (I assume a population cap exists, I just don't know it)... you'd think they could license this to companies. Before it was canned, Mythica was going to do the same thing, with the Fantasy setting (years later I hope Microsoft didn't can that project because they decided to back Vanguard).

Warmonger, Netdevil's non-Lego non-Jumpgate project, is planning to use demorphable terrain as a key selling point. Blow a hole through a wall, destroy the stairs so people can't come up behind you, that kind of thing.

However, the only info on it is the puff piece on their website.

UnSub
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Reply #80 on: July 10, 2007, 01:12:18 AM


Seems like its always stories about how most teams dissolve after the project is completed such that they move onto other companies.


I think Netdevil may have kept AA alive long enough to get the Lego MMO sorted and started transferring people to that project. Or maybe Jumpgate started to get boosted due to AA devs shifting house. AFAIK, most dev teams dissolve when a project goes bust because they have nothing left to do; at NetDevil everyone they wanted to keep had another project / projects to go on to.

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