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Friday Feature Pre-launch
Planet Design: Building WorldsWhen we last left our planets, we saw how terrain artists John Roy, Jeff Dobson, and William Kier (with the help of the exceptional artists Andrew Collins, Chris Douglas, Rob Cuenca, and Devin LaFontaine, who create flora, buildings and structures) gave each planet geographic character. The team's brushstrokes produce planets with soaring mountain peaks, deep oceans, thick forests, and more. But the world building team hasn't been sitting idle, waiting for the terrain artists to finish with each planet so they can begin work. On the contrary, there's a step even before the terrain is created that requires the knowledge and planning of the world builders. Bib Fortuna's Lollipops The world building team is made up of three members. Cinco Barnes leads the team with a wealth of experience in game design. He has a seemingly boundless reserve of energy, and a drive to pull players into the Star Wars universe with the best thought-out and engaging adventures possible. Jeff Freeman is a quiet but seriously dedicated designer who, when you coax him into talking about design, leaves the listener with no questions about his expertise-Jeff has been designing games for many years. Todd Bailey is the newest member of the team, and comes from a strong gaming background that began in the trenches of customer service and testing on several Wing Commander titles. Todd worked his way up to writing and running adventures for players on Ultima Online. He was soon working as c0-lead designer alongside SWG's own lead systems designer, Anthony Castoro.
"The geography," reveals Cinco, "is designed to provide interesting choices for players as they travel through the world. Will you take your speeder through the bog, dodging tree branches and deadly steam vents? Or, will you hike through the jagged quartz forest at risk of being sliced apart or taking a lethal spill?" There's a large amount of preparation behind this phase of development, which includes a lot of research and movie watching. Sounds like a hard job, doesn't it? Don't be fooled; it can mean long hours, and it requires attention to the minutest of details. Remaining true to the continuity is a full time job, as Haden Blackman can attest, and is a responsibility every member of the Star Wars Galaxies team shares. Todd Bailey can attest to that, too. "One of the things I do is take all the information that's available about a planet, from, say, the Expanded Universe, and from the movies, and write up a document that covers everything that needs to be there. For example, I went through the movies, the comic books, and the novels and found all I could about Jabba's palace, Mos Espa, Mos Eisley, the cantina, and all the characters that appear and live on Tatooine--Momaw Nadon, Wuher the bartender, Bib Fortuna, et cetera. Then I wrote up a document on Tatooine." Such a detailed cataloging ensures that nothing is missed, and so, as Todd says, "we don't do anything really dumb, like have Bib Fortuna standing on the street handing out lollipops." If there's so much focus on remaining true to what has gone before in Star Wars, is there any room for creativity in the planet map phase? Definitely. Though there's lots of information on places like Tatooine or Naboo, there are just as many-if not more-places in the galaxy that have very little documentation. "On some planets we can take more liberties than others," says Todd. "We're not going to make Tatooine a jungle, because it's in the movies. Everyone's seen it. When you come to planets that no one's ever seen, then you have a little more freedom to say, 'Hey, this lake is nice, let's do something with that.' And then you get planets where the only mentions are one-line descriptions in a book somewhere and you get to go, 'Ok, let's go nuts with this.'" As soon as the planet map has been handed off to the World Art team, quest development begins. No rest for the weary in game development. Planet Design, Building Worlds, Page 2
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Planet Design, Building Worlds, Page 3
Planet Design, Building Worlds, Page 4
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Friday feature Pre-Launch
Everything you've ever wanted to know about sound in SWG!Lead sound designer/engineer Todd Davies was kind enough to take a breather from his hectic SWG work schedule to answer our questions. Are you using Miles Sound System (premier computer sound system featuring 2D and 3D digital audio available for Windows and MacOS) for SWG, or are you using a proprietary system, or a combination of both? Yes, we are using the Miles Sound System in Star Wars Galaxies. We have also developed proprietary tools to streamline the process of getting audio files and related audio parameters into the game. These tools also allow us to fine-tune 3D positional audio volume and effects; balance groups of sounds; and specify how sounds are played in the Star Wars Galaxies game How are you matching character movements with sound? Are you using video at all for this? Yes, we do use video clips as a timing reference for animations. It is a huge advantage. We can then create individual sound effects based on specific character moves from the video clip rather than using verbal descriptions. It is similar to scoring sound for a movie, but on a smaller scale. The in-game animation files have trigger points embedded in them that can call the individual sound effect files on the fly. Does Galaxies feature 3D audio? How about occlusion? Star Wars Galaxies utilizes 3D positional audio. The system is not only left/right directional; but front/back filtered as well. When a player is facing a sound-emitting source in-game, such as an ore mining facility, the player hears that sound with full frequency range. When a player turns away from the ore mining facility, a low pass filter is applied to the sound making it slightly more muffled. This filtering effect is even more apparent in quad or 5.1 speaker setups. The Galaxies audio engine does make use of occlusion as well through software volume reduction and filtering. This creates the impression that the sound source is being heard through a wall. This effect is quite apparent when a player is indoors and there is blaster battle happening outside. Galaxies also supports environmental reverb. This effect is most apparent when a player transitions from an outdoor to an indoor environment, such as player houses, spaceports and government buildings. Approximately what percent of the game sound comes from the Star Wars movies? A small percentage, actually. There are, of course, some classic sound effects which players will expect to match the movies. In this regard we make sure that they do. If you only use a small number of sounds from the movies, where do you go to get the original and/or ambient sounds? Are they synthetically generated or do you go to a source and get natural sounds? There are currently over 1800 Sound effects that have been created for Galaxies and a high percentage of these have not been heard before. Ambient sound effects for Galaxies come from all over the place; some are common, some unusual. The source of these sounds depends on the environment we are trying to create in the game. For example, the sound of a broken air conditioner may go through some off-world processing; get mixed with some complex computer generated waveforms; and end up as a blaster factory ambience. Stranger things have happened! Another example: I have a small espresso machine in my office that I fire up every morning for some concentrated brew. One day I noticed that over the course of the water being heated to the steaming point, the machine produced an amazing low volume, low pitched rumble that built over time into a loud, higher pitched steamy type sound. The espresso machine mixed with other audio sources made an excellent transport ship sound! This low rumble was especially apparent when the ship takes off. I won't say which ship it is, you will have to tune into it. I will say good luck finding it! We utilize natural and computer generated sounds as well as combinations of other sources to achieve a desired ambient effect. Is John Williams' score the only music that will be used in the game? John Williams' Star Wars music is heard throughout Galaxies, and is effective in highlighting and enhancing important events for a player. Players can also acquire musician skills in the game. Musician players can form a group that can learn and play different styles of music depending on their skill level. Are any or all members of the Sound Team music composers, and/or musicians? Most of the Sound Team here at LucasArts are composers/musicians of varying degrees.
Audio file compression for Galaxies is fairly standard. We are using MP3 format for music. Sound effects ultimately end up in a bulk binary data file. Can you tell us a bit about how EAX sound technology (sound effects creation product) will be used in the game? Why did you folks decide to use EAX for the game? EAX adds immersion to Star Wars Galaxies. We are using reverberation models inside buildings and obstruction/occlusion for simulating walls and other obstacles the player encounters. The actual implementation is completely transparent to the player, but the result is a much more realistic-sounding environment. We are supporting EAX 2, as well, for even better environmental control and sound definition. The decision to incorporate EAX support was made for two reasons: it's relatively easy to weave into the game code and..... it sounds cool! How was the music created for the Musician characters? Is it original music created in-house? Heh heh, this is a fun aspect of Star Wars Galaxies if you choose to play as an Entertainer. The music for the player-profession was created as many small individual parts designed to be played together as a group, or (played) individually. The player-created groups can each sound different based on the instruments the players have in their inventory and the number (of sound parts) in the group. The particular piece of music that a player performs depends on the instrument (selected); which song the bandleader decides to play; and ultimately your skill in the musician-profession, because a player needs to learn the music before playing it. There are currently over 500 song-pieces that make up player-performed music and, yes, it is all completely original.
It wasn't until I started testing out Super Mario Brothers in earnest that I really decided I liked to play games. In fact, the first time through the third stage in Super Mario Brothers is when I became a full-fledged gamer. Currently, when I'm not previewing or dropping-in sound for Galaxies (which has become a rare occurrence), I load up a game and play whenever I can. My wife is a gamer too and we usually play together as a team. I also built a game PC for my daughter who is 1 year old and she should be playing any minute now. I might call myself a musician, but in a loose and non-traditional sense. My main instrument is a computer; though, I haven't had much time to compose in the last year or so. This makes me enjoy listening to music even more. Star Wars Galaxies is the most awesome game project I have worked on to date. It is also the most sound work I have seen put into a game so far. Being such, the audio programming team has been awesome in supporting the massive influx of sound assets and audio code control into Star Wars Galaxies, and it's coming together nicely. Are you working in your dream job, or does your dream even go beyond SWG? It sounds like you are implying that there is life beyond Galaxies? Ha ha, I will be supporting Galaxies beyond initial launch and into the space expansion, and I'm really looking forward to it. Beyond that? It's hard to see what the future will bring.... Are you a longtime Star Wars movie fanatic? I have always loved the Star Wars films, but I didn't really fall into the "fanatic" category. However, that may be changing. Maybe now that I know about Merr-Sonn Munitions Inc, Borstel Galactic Defense and Kuat Drive Yards, the fan-meter is approaching the red zone. Seriously though, the Star Wars universe is incredibly rich and detailed, and fascinates me often, particularly while doing background research for Galaxies.
Well, on my wish list I would like to see hardware-based acoustic modeling, convincing computer-generated speech, a killer commercially available sound processing unit, and more sound RAM for consoles. It seems that cutting-edge graphics cards take the limelight most of the time and rightly so, but it would be cool to see that kind of competition in sound cards sometime. Oh, and (I would like to see) overclocking utilities for sound cards. Games are just going to get cooler as technology advances to the point of Holodeck-level simulations (I hope). The game industry is already rivaling the movie industry, so it would be very cool if the two merged into a big Holo Sim. After that happens it's anybody's guess. : -) What are the most interesting sounds that you put together for Star Wars Galaxies? Is it possible to send us some example sound files to place in this article? Sure, I had fun working on the Krayt Dragon because of its immense size and galactic significance. Check out a few of the sounds associated with it. It's a good thing (that) you don't have to hear these sounds within the Galaxies game; because, if you did, it would mean (that) you were about to die a horrible death. Don't forget to turn your speaker system way up. |
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Friday Feature July 18th 2003
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Friday Feature August 8th 2003
Player Cities |
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Friday Feature August 15th 2003
Travel Guide
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16. Galactic Civil WarThe galaxy is in turmoil. The oppressive Empire nearly has complete control of the galaxy, and only a small, ragtag band of Rebels opposes the evil New Order. The Rebel Alliance has recently scored a major victory by destroying the dreaded Death Star, but the Empire is still relentlessly pursuing Princess Leia, Luke Skywalker, and other Alliance leaders. The Star Wars Galaxies™ Player-versus-Player combat system (or PvP) allows players to fight one another within the context of the greater Galactic Civil War. PvP combat is not enabled by default; instead, you must actively choose to participate in the PvP system and make yourself vulnerable to attacks by other players. < < < TRANSMISSION OVERRIDE: REROUTING TO NEW SIGNAL> > > AS IF THE GALAXY WASN'T DANGEROUS ENOUGH ON ITS OWN, THERE'S NOW A FULL-SCALE WAR GOIN ' ON .... ON ONE SIDE, YOU GOT THE EMPIRE. THEY HAVE MILLIONS OF TROOPS, BIG TECHNOLOGICALLY ADVANCED WEAPONS, CONTROL OF THE GALAXY'S RESOURCES, AND A BRUTAL ENFORCER NAMED DARTH VADER ... JUST ABOUT EVERYTHING YOU NEED TO WIN A WAR. AND THE REBELS? WELL, THEY HAVE COURAGE. < < < RESUMING NORMAL DATA TRANSMISSION> > > 16.1. The Warring FactionsThe two warring groups in Star Wars Galaxiesare the Rebel Alliance and the Galactic Empire. You can join either side in the conflict. However, doing so requires a bit of work: you can' t immediately declare yourself an Imperial or a Rebel. ![]() Before you can join the Alliance (or Empire) you must first prove yourself worthy of serving the Rebels by increasing your Rebel Alliance faction standing. Your faction standing with both the Rebels and Empire is listed on your Character Sheet ( CTRL+ C keys) . To increase faction standing:
JOINING A FACTION Conversing with the recruiter will provide you with an opportunity to declare your allegiance. However, you have two options when joining up:
SPENDING FACTION POINTS TEMPORARY ENEMY FLAGS QUITTING A FACTION DUELING To challenge a player to a duel, press and hold your MOUSE 1 button on the player, and then select Duel from the radial menu. 16.2. Swaying the WarDuring the current time period, the Empire holds dominion over the galaxy. A small band of rebels struggles to fight against the tyranny of Emperor Palpatine. The war won't ultimately be won until a Jedi named Skywalker confronts Lord Vader and his master. In Star Wars Galaxies however players can have a real impact on the current state of the war. By controlling more Player Faction HQs and NPC Faction Bases than the other side, everyone in your faction will gain an advantage. The losing side will be granted a compensation to help them try to catch up. You can see which side currently has the advantage at any time by typing /GCW. Please note, the game designers will periodically make changes to the advantages and compensations in order to stimulate the war. Current Rewards
Ways to affect the war: 1) Control of Faction Perk HQs ![]() Enemy bases can be removed from the galaxy by disabling them. To do so, your side must do the following:
2) Control of Faction NPC Bases To take over a Faction NPC Base, your side must do the following:
16.3. Factional HQ TypesThere are several different types of factional HQs that can be placed by Overt members of a faction. These bases count against that players total lot allowance. When a base is placed down, it is open to attack by the enemy for the next 2 hours. After that it will be safe for 22 hours. This means that at every day at the same time, the base will be "vulnerable" for 2 hours and safe for the rest of the day. ![]() Forward Headquarters Field Hospital Tactical Center Detachment Headquarters ![]() |
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6/30/08 11:43:25 PM#29
Originally posted by Vortex500
There's where the original concept of SWG died. All the directed content that was supposed to be in the original version of the game was tossed in the garbage when they "changed our publish structure". So much for the Sandbox with toys, we instead got a litterbox where the cat litter was changed into more cat shit, until there was nothing but cat shit left. At least they are tossing in chunks of dog shit for the current subscribers (I has a collection!).
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Friday Feature RIS Armor
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First Player Cities 2003
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Live Events
A wounded shuttle pilot runs into an Imperial base. He is exhausted and calls out to those loyal to the Emperor to help. His shuttle has been shot down and an Imperial General is in danger of being captured by the Rebels. In another part of the galaxy a Stormtrooper searching for Rebel sympathizers begins to interrogate citizens in a cantina. As his questions get more direct a blaster bolt pierces the air dropping him to the ground. His Rebel killers stand over him as he broadcasts a call for reinforcements. Soon the square is filled with Stormtroopers and the Rebels must fight their way though them. These are examples of the dynamic live events being run by the SWG Events Team. Live events are short missions directly controlled by one or more Event Coordinators (at time they were called Digiteers). Since the live events began, hundreds have been run at random times and places across all of the servers. These events are designed to be generated on the fly by a single Event Coordinator and are relatively quick and easy to run. By creating events that are simple and fun, Coordinators are able to have the event and then quickly move on to the next server to maximize their efforts. Even though live events are rare and only affect a small percentage of the players (so far), they still have a good cost/benefit ratio. In the scheme of things, live events take up a very small percentage of the Event Team's daily schedule. Some of the team even run events from home or after scheduled work hours because they are as fun for us as the players who participate in them. By being able to run events by hand, we are able to tailor it to the strength of the people who are there. It's also good to be able to lend a certain amount of uncertainty to the game from time to time. Some of the live events will also act as a testing ground for missions. If an event works well and is enjoyable it may be converted into permanent content spawned by the game instead of by the Events Team. It can be much easier to try things out dynamically then to try to code them in. The goal is to keep doing new events and working to integrate some of the previously run ideas into the game. Live Event Scenarios "The Rescue"
"Imperial Shakedown"
These firefights can last anywhere from a few minutes to half an hour depending on the opposition from the Rebels. Badges Some of the badges include:
Players lucky enough to receive a badge or attend a dynamic live event always have fun. It's certainly not expected. There are many ideas on track for live events (Life Day anyone?) and we look forward to running them. If you happen to fall into one, play along and maybe even roleplay. If you do, you'll end up having a fun experience you can brag about to your friends. Good luck and may the Force be with you! |
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6/30/08 11:48:30 PM#33
Originally posted by Vortex500 Wow, good memories of a very unique experience. Thanks :) |
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Christmas gifts In the spirit of the holiday season, we have three gifts for our community. For Your Friends ![]() This week all current Star Wars Galaxies players will have the chance to invite a friend to join them exploring our universe. Players will receive a 7-day subscription key by email to pass along with their PC-CDs to get the invited player started.
![]() This week all veteran characters (at least 3 weeks old) will be receiving a special gift in game, a Jedi Holocron. For you who aren't interested in gaining a clue towards your path to the Force, you can always sell it in-game. Be warned, the market for them may drop considerably for a little while.
From the Event's Team ![]() Life Day is upon us. Traditionally celebrated on the Wookiee home world Kashyyyk, Life Day is a time to reflect on the renewal of life and to remember those who have passed on. In recent years Life Day traditions have been adopted by many species across the galaxy. Wookiees will often brave adverse conditions to make it home for this holiday, as it is an important time for family bonding and thankfulness. Life Day has become increasingly important to Wookiees since the Imperials have enslaved many of their kind. ![]() In addition to letting mayors hand them out, we have been attending various live events and handing out orbs to players and merchants to give away or sell (we hope you give them away in the spirit of Life Day). We will continue to hand out orbs and Wookiee robes throughout the month of December and into January. Happy Holidays and may the Force be with you! -Star Wars Galaxies Team |
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Friday Feature Jan 9th 2004: Transmission Interception - Imperial Crackdown With the new Imperial mandate to crack down on the rebellion, spies have leaked some information into SpyNet. (Answering some questions from the GCW forum...) GCW: After the huge surge in rebel activities after the destruction of the death star at yavin, the empire is about to begin it's strike back. The publish may only be a few bugfixes and pvp adjustments, but what would you really like to see in this patch? What do you think would truely add to the GCW? SWG: There will be PvP Adjustments, fixes, and much, much more. And this is just the beginning. GCW: Empire seizes control of all capital cities! Coronet, Bestine and Deeja Peak (yeah yeah it aint a real city.. Theed should be the capital) become locked down and put on high alert. All these cities should have upped imperial spawns, more static (I.e. Unattackable) content including walls, turrets, faction HQ's and maybe an ATAT or two for show. The empire cannot continue to let a major city such as Coronet defy imperial order so openly. SWG: The Empire will be enforcing its will in almost all cities to one degree or another. Some cities will clearly be under Imperial control while other cities will not. Player cities will of course maintain their own factional alignment GCW: Not for show! For real! Not forever mind you, but for a bit, to show that the Empire is taking over complete control of the major cities, making rebels be afraid. And letting them have a challenge when raiding Imp cities. SWG: This is correct, it will not be just for show and not just in cities. There will be an Imperial presence in cities, the fringes of cities and in the wilderness. The degree in which Imperials harass players will have much to do with factional alignment. GCW: How about some covert scanners in some cities? That would keep us rebels on our toes! SWG: No Covert Scanners in cities, but how about contraband scanners? ...and the scanners will be Imperial Troopers. Expect Imperial Troopers to stop you and scan you. They may find contraband and they may not. Who's to say? GCW: When are we going to see those huge imperial walkers? SWG: Not yet, but as soon as we can. The live events team has started working with them a little bit, but we still have some aesthetic/technical issues to work out. They dont look right when they climb up slopes. GCW: I like the idea of every once in a while either an NPC or a PC would be dragged off by a group of stormtroopers for "questioning" too. SWG: All sorts of players are going to be harassed. No one is going to be dragged off, but there is a variety of ways, the Empire will scan players for contraband and to send out patrols. In some cases, Imperial Stormtrooper NPC's might just stroll into Cantinas to harass rebels. GCW: I want to see large scale invasions of places like anchorhead that rebels will have to repel. SWG: There are three cities that have been claimed as Imperial Garrisons. Not only have they been fortified with an Imperial base, and the towns will be heavily patrolled. GCW: I also want the 1% decay to be removed for PVP. SWG: Done. We've removed decay for PvP death. It's just the first pass though. In the future as the developers sink their teeth into the GCW changes, we'll keep the "no decay on death" in PvP, but it will most likely take the form of "Faction Insurance" or some other in-game mechanic, rather than be automatic. For now, it will just be automatic. Have a great weekend. |
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Always in motion is the future: Changes to the Jedi System I would like to start this post by saying thanks to everyone for the long and heartfelt conversations about this hot topic over the past few months. It is an issue that is very passionate to everyone involved. We have been reading the boards, reading email, listening to people who spoke with us and have had many discussions internally. It has been agreed that the development team should revamp the Jedi system. This process is going to take some time, so it will happen in several phases. The first phase is to make some changes (where possible) to alleviate some short term discomfort with gameplay. The second phase will be to rebuild the Jedi system to be quest-oriented; and to include the familiar elements of Force Sensitivity, Jedi-oriented quests, as well as many other elements the developers and the community feel should make up the process of becoming a Jedi. (It should also be noted that players who have put in work towards becoming a Jedi will not lose their effort. Some sort of recognition of players' efforts will be included in the new system.) ![]() The first phase is for short term and those changes will appear in Publish 6. They are as follows:
This is all of the information that is available at this time. As additional developments occur, we will post more information. |
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The Corellian Corvette
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![]() SPECIES BY GENDER STATS ![]()
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Some of the stuff i posted maybe are boring ...but hey. I got a ton more to post... but I take that later...perhaps... Enjoy!
The Second Day Vet |
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Originally posted by Obee
There's where the original concept of SWG died. All the directed content that was supposed to be in the original version of the game was tossed in the garbage when they "changed our publish structure". So much for the Sandbox with toys, we instead got a litterbox where the cat litter was changed into more cat shit, until there was nothing but cat shit left. At least they are tossing in chunks of dog shit for the current subscribers (I has a collection!).
Ha ha..sorry Obee. I missed your post. Was posting like crazy :D... I agree 100% with you. Would really been great with directed content. Pre-cu with some fixes to the buffs and armor stats + directed content = a winner... oh well
Now time for some breakfast for me. :)
The Second Day Vet |
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