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Topic: Night Dive Twitch Streams Read 50265 times  

6633cf449e722unn_atropos

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As some stretch goals and achievements are about doing twitch streams, I thought it would be handy to have them announced in one spot here.

https://www.twitch.tv/nightdivestudios
youtube Playlist
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Schedule 2018:

December
Daniel 17th @2pm pst
Tom 18th @2pm pst
Karlee 19th @2pm pst
Steve 21st @2pm pst



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Past streams 2018

December
December 3rd Daniel
December 4th Tom
December 5th Karlee
December 7th Steve
December 11th Tom
December 12th Karlee
December 14th Steve

November
November 05th Daniel Grayshon: System Shock 2 Let's Play
November 10th Gaming w/ Community Manager Karlee Meow: Stardew Valley
November 12th Dev - System Shock - Daniel Grayshon
November 15th Gaming w/ Community Manager Karlee Meow: Alien Isolation
November 16th Gaming w/ Community Manager Karlee Meow: Alien Isolation
November 19th Daniel Grayshon: System Shock 2 Let's Play
November 21th Gaming w/ Community Manager Karlee Meow: Alien Isolation
November 24th Gaming w/ Community Manager Karlee Meow: Alien Isolation
November 26th Dev - System Shock - Daniel Grayshon

October
October 01th Dev - System Shock - Daniel Grayshon
October 03th Gaming w/ Community Manager Karlee Meow: Monster Prom
October 04th Gaming w/ Community Manager Karlee Meow: Resident Evil 7
October 08th Dev - System Shock - Daniel Grayshon
October 10th Gaming w/ Community Manager Karlee Meow: Resident Evil 7
October 12th Gaming Stephen Kick: Resident Evil
October 14th Play - System Shock 2 - Daniel Grayshon
October 17th Gaming w/ Community Manager Karlee Meow: Resident Evil 7
October 19th Gaming Stephen Kick: Resident Evil 7
October 20th Gaming w/ Community Manager Karlee Meow: Resident Evil 7
October 22th Play - System Shock - Daniel Grayshon
October 25th Gaming w/ Community Manager Karlee Meow: Resident Evil 7
October 29th Play - System Shock - Daniel Grayshon
October 31th Gaming w/ Community Manager Karlee Meow: Corpse Party

September
September 3rd Play - System Shock 2 - Daniel Greyson
September 5th Gaming w/ Community Manager Karlee Meow: Don't starve together
September 6th Dev- System Shock - Jonathan Holmes
September 7th The Team
September 10th Dev- System Shock - Daniel Greyson
September 12th Chris
September 13th Jonathan
September 14th Steve
September 17th Dev- System Shock - Daniel Greyson
September 19th Chris | Karlee
September 20th Dev- System Shock - Jonathan Holmes
September 21st Steve
September 24th Dev- System Shock - Daniel Greyson
September 26th Gaming w/ Community Manager Karlee Meow: Don't starve together
September 27th Dev- System Shock - Jonathan Holmes
September 28th Steve

August
August 3rd August 8th Gaming w/ Community Manager Karlee Meow: Hamtaro HamHams Unite
August 6th Dev - System Shock - Daniel Grayshon
August 8th Gaming w/ Community Manager Karlee Meow: Hamtaro HamHams Unite
August 9th Dev - System Shock - Daniel Grayshon with notes by sgupta
August 10th Stephen notes by sgupta
August 14th Dev Stream w/ Daniel, Karlee, Stephen, Jonathan Holmes notes by iceman notes by sgupta
August 16th Dev - System Shock - Jonathan Holmes | Dev - System Shock - Chris Mansell notes by sgupta and iceman
August 17th Stephen
August 21th Dev - System Shock - Daniel Grayshon
August 23th Dev - System Shock - Daniel Grayshon
August 24th Stephen
August 27th Team
August 29th Karlee
August 30th Chris | Jonathan
August 31st Stephen

August 20th Daniel
August 22nd Karlee
August 23rd Jonathan
August 29th August 8th Gaming w/ Community Manager Karlee Meow: Hamtaro HamHams Unite
August 30th Dev - System Shock - Chris Mansell



July
July 2nd Dev - System Shock - Daniel Grayshon
July 6th Stephen
July 9th Daniel Notes by sgupta
July 11th Karlee
July 12th Karlee
July 13th Dev - System Shock - Daniel Grayshon
July 16th Dev - System Shock - Daniel Grayshon
July 18th Gaming w/ Community Manager Karlee Meow: Noctropolis
July 20th Stephen
July 23rd Dev - System Shock - Daniel Grayshon
July 25th Karlee
July 26th Dev - System Shock - Jonathan Holmes
July 27th Dev - System Shock - Stephen Kick
July 30th Dev - System Shock - Daniel Grayshon

June
June 1st Dev - System Shock - Stephen Kick with notes by sgupta
June 2 Dev - System Shock - Stephen Kick iceman's notes
June 4th Dev - System Shock - Daniel Grayshon with notes by sgupta
June 6th Gaming w/ Community Manager Karlee Meow:  Don't Starve: Shipwrecked
June 7th Karlee
June 8th Dev - System Shock - Stephen Kick with notes by sgupta
June 11th Dev - System Shock - Daniel Grayshon with notes by sgupta
June 13th E3 w/ Daniel, Karlee
« Last Edit: 15. December 2018, 01:09:09 by unn_atropos »
Acknowledged by: Hikari
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7/26 @ 1pm PDT

What is that in Cocos Islands Time?

6633cf449f606RocketMan

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It's Peanut Butta Jellih Taaahhhhm!!!

[Peanut-butter-jelly-time.gif expired]
Acknowledged by 2 members: Kolya, icemann

6633cf449f83cunn_atropos

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What is that in Cocos Islands Time?
7 or 8 pm (UTC+06:30)??? Time is confusing.

6633cf449fa88CaveManta

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Erm.. https://www.twitch.tv/nightdivestudios seems to be having technical difficulties. It kinda sorta doesn't exist anymore. :what:
Edit: Cyborg conversion cancelled. Standard Twitch streaming procedures online. It's back!
Edit 2: Okay, I'm back from the sound-making stream. Can't remember what happened. I was kinda dazed. But it was fun!
« Last Edit: 27. July 2016, 03:14:30 by CaveManta »
Acknowledged by: Hikari
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Anyone downloaded that video with Fallout NV walkthrough with the creators? I just found some time to do it - but the video became wiped just a few hours ago.

But I saved the SS1 and DX videos for future! Uploading them on youtube as is:

https://youtu.be/pmHGESqDhi0 - Nightdive plays System Shock Remake and System Shock 1 (twitch re-upload, 27 July 2016)
https://youtu.be/vyUPMrconjo - Deus Ex with Alexander Brandon and Michiel van den Bos (twitch re-upload, 28 July 2016)
https://youtu.be/z_GK2Jhgtz0 - Nightdive and Steve Gaynor play NOLF2 (twitch re-upload, 28 July 2016)
https://youtu.be/Kq2IKR5cc0k - Last hours of fundraising Nightdive's System Shock Reboot kickstarter campaign (twitch re-upload, 28 July 2016)
« Last Edit: 11. August 2016, 10:15:02 by Valet2 »
Acknowledged by 3 members: ThiefsieFool, fox, unn_atropos
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Why are they re-doing assets for the starting area, what's wrong with the ones from unity demo.

6633cf44a0230unn_atropos

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Dev - System Shock - Stephen Kick - 04.20.2018

https://www.youtube.com/watch?v=DZy9KmZjuTg

Watch as CEO Stephen Kick begins to model the Virus Mutant.

100% of original level geometry will be in the game.

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notes by Starker
Aware of fan projects, happy about it, want more System Shock.

They don't know what to do with cyberspace yet. Stephen Kick likes the idea of a Tron-ish world where you're in the inside of a computer or the code of a computer, wants it to be reminiscent of the original, but more like Descent of Forsaken. Nightdive will be consulting with Otherside about it.

Chris Avellone is still involved, going to add in more details, such as role of the characters and backstory. Story will be the same as in SS1 with all the main details.

They want to have text and audio match up in the logs. Maybe there's an opportunity to do something similar to the original, but this time with intent.

The release of dev tools not planned, but they'll consider doing something after release.

KS money is not all spent and company is doing fine, financially. The main focus of the company is still releasing old games.

Eric and Terry Brosius will be working together to bring SHODAN to life.

Morale is good after the change and people are enthusiastic to work on the refocused project.

Not hiring right now, but certainly will in the future. Definitely an animator, maybe someone to do effects.

Backer alpha will be very limited (5 people or so) and everyone will have to sign an NDA.

For intro, they'll probably just recreate the original cinematic. One very risky idea is to make it playable, Half-Life style.

For localisation, want to do voice, but may have to do subtitles only. EFIGS and some other languages based on polling.

Want to create lots of variations of mutants. Possibly female mutants. Will have to see how expensive it will be.

One idea for DLC / expansion is to show the story from the eyes of a different character, someone converted by SHODAN to be a mutant or a cyborg.
« Last Edit: 16. August 2018, 21:29:22 by unn_atropos »
Acknowledged by: hemebond

6633cf44a0581Synaesthesia

  • Company: Night Dive Studios
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Why are they re-doing assets for the starting area, what's wrong with the ones from unity demo.

It doesn't match the visual style of the rest of the project. We basically needed to redo it.

Regarding the streams, keep an eye out for me - I'll pop up in one eventually. :) I got picked up to work on environments!
Acknowledged by: hemebond

6633cf44a06adunn_atropos

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Dev - System Shock - Chris Mansell - 04.26.2018

https://www.youtube.com/watch?v=trk3E_KVxG8

Watch as Chris Mansell fills out the environment in engine.

6633cf44a0a92Zanderat

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From the Otherside forums.  This sounds more like what I was expecting in the first place:

https://www.othersideentertainment.com/forum/index.php?topic=1939.msg26715#msg26715

There was a stream last week where Stephen Kick modeled a mutant and answered questions. I took some notes from the Q&A:

Quote

    100% of original level geometry will be in the game.

    Aware of fan projects, happy about it, want more System Shock.

    They don't know what to do with cyberspace yet. Stephen Kick likes the idea of a Tron-ish world where you're in the inside of a computer or the code of a computer, wants it to be reminiscent of the original, but more like Descent of Forsaken. Nightdive will be consulting with Otherside about it.

    Chris Avellone is still involved, going to add in more details, such as role of the characters and backstory. Story will be the same as in SS1 with all the main details.

    They want to have text and audio match up in the logs. Maybe there's an opportunity to do something similar to the original, but this time with intent.

    The release of dev tools not planned, but they'll consider doing something after release.

    KS money is not all spent and company is doing fine, financially. The main focus of the company is still releasing old games.

    Eric and Terry Brosius will be working together to bring SHODAN to life.

    Morale is good after the change and people are enthusiastic to work on the refocused project.

    Not hiring right now, but certainly will in the future. Definitely an animator, maybe someone to do effects.

    Backer alpha will be very limited (5 people or so) and everyone will have to sign an NDA.

    For intro, they'll probably just recreate the original cinematic. One very risky idea is to make it playable, Half-Life style.

    For localisation, want to do voice, but may have to do subtitles only. EFIGS and some other languages based on polling.

    Want to create lots of variations of mutants. Possibly female mutants. Will have to see how expensive it will be.

    One idea for DLC / expansion is to show the story from the eyes of a different character, someone converted by SHODAN to be a mutant or a cyborg.


The whole stream can be seen here: https://www.youtube.com/watch?v=DZy9KmZjuTg

6633cf44a0c10Section

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Oh hell yes. I'd love to see the intro in a playable form. Show us the process of walking through executive levels of Citadel to the bridge, as Diego maybe tells us a bit about it. See all the living people and activity, that's going to crash down very soon.

6633cf44a0de0ZylonBane

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SS1 cyberspace is already 99% Descent-like, so I assume they mean adding the ability to strafe, which was painful in its absence in the original. It's definitely the most safe course of action for a straight remake.

That being said, I always found the gameplay of the cyberspace segments to be rather dull and plodding, which I suspect is the opposite of what Irrational was going for. Something more Rez-like, where you're constantly moving forward in the data stream, would play a lot better, IMHO.
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It was Looking Glass. God ZylonBane, how dare you have a brainfart.

Solid post otherwise....Well, no. One query: A tunnel shooter like Rez...what? Why not just Descent/Cyberspace 2.0? Strafing, short term boosters for dodging, more detailed and fulfilled yet still abstract gamey level design. More interesting mechanics like the recall. Multiple points of entry into an interconnected cyberspace. More enemy types. Hell, you know those bits when you get sucked into tunnels while the zone physics takes you for a wild ride? Turn those bits into mini rez-like segments. There's always velocity propelling you forwards, and you have to shoot and dodge.

6633cf44a1157ZylonBane

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The problem with full Descent mechanics is that they're crazy complicated compared to ground-pounder FPS controls. A glorified mini-game having more complicated controls than the base game would be bizarre and offputting. Which SS1's cyberspace pretty much was.

A tunnel shooter approach, on the other hand, could immensely simplify things. The player would be constantly pushed along, but with occasional breaks to choose a path, hack something, fight a boss, whatever. Now that I think about it, in execution more like Anachronox's hive minigame than like Rez. So just picture that, but with Tron graphics.
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True it's pretty complex, but is it really more so than Shock control itself if you include multiple-stage leaning/running/crouching, GUI interaction "use mode" etc? They're probably the same in terms of overall control complexity. Yeah if you compare movement complexity alone a proper cyberspace is daunting yet the overall level of control complexity should average out. Only way to avoid that is to simplify a lot, but that's a cop-out. We love these games in-part because they went above the norm when it comes to gameplay complexity.
You argued that because Cyberspace is merely a sub-game, it should be more accessible and less daunting than the main game. I agree in a sense, it shouldn't be MORE complex to control overall than the main game, but considering absolutely everything I think the overall complexity can average out, and that that's fine.
It's also not an alien concept. Plenty of games have been "ground-pounders" then at some point stuck you in a spaceship/submarine/helicopter etc. Again while movement is more complex (though still not descent-tier), typically you can't interact with the environment, there's no inventory, no jumping leaning and crouching etc, and as a result overall gameplay complexity is typically lesser (which Is partly why those segments often get boring fast).
« Last Edit: 29. April 2018, 10:23:40 by Join »

6633cf44a14dfWhyNott

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Honestly, when thinking about how SS1's cyberspace could be remade, I always think about how cyberspace was done in the Dystopia source mod:

(couldnt find any one video that would showcase cyberspace gameplay directly, not much footage of dystopia around that isn't very outdated)

here from 0:12 and then later 2:05:
https://www.youtube.com/watch?v=rwBbIVBEIpo

some demonstration of how the gravity/space works in cyberspace from 2:30 onwards (the guy is a little irritating so id reccomend listening without sound):
https://www.youtube.com/watch?v=68YqmA9xTRo

Id be almost tempted to fire up Dystopia and record some footage myself, because cyberspace in that game feels like a pretty good fit for System Shock and was probably inspired by it do a degree.

6633cf44a15c0ZylonBane

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Kinda looks more Lawnmower Man x TRON.

6633cf44a170dhemebond

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I watched a couple of Dystopia streams and cyberspace didn't look half as exciting as that video. It was mostly just jump in, press a few buttons on a menu, jump out.

6633cf44a1b37icemann

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Kinda looks more Lawnmower Man x TRON.

Lawnmower Man was an awesome movie. I'd love to do a remake of the SNES game someday. Though the 3D bits would be a bitch to program.

6633cf44a1f0fThiefsieFool

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I see it differently, namely that cyberspace is basically just System Shock's version of swimming / underwater levels, which can be pretty interesting if done right.

Given that there's little point in having fine control over rotating yourself in a game where you're basically a sphere firing shots from the centre and not some kind of Descent spacecraft, there's no reason why cyberspace couldn't work like swimming with a basic control scheme that doesn't require extra keys. (crouch to descend, jump to ascend, I believe it worked like this since late 90s FPS)

6633cf44a2204WhyNott

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I watched a couple of Dystopia streams and cyberspace didn't look half as exciting as that video. It was mostly just jump in, press a few buttons on a menu, jump out.

How cyberspace layout looks varies between each map, but if it looked that boring, my guess is thats probably because the people you watched were really good at the game. You can use various movement tricks like firing the projectile attack next to a wall to propel yourself in a similar way to how a rocket jump works, so the skill ceiling is pretty high and people who know what they are doing can travel and capture the objective very quickly. This doesnt really reflect the experience of going through it for the first time. Also, the other team probably didnt have any deckers that could fight back, so no cyberspace duels (which are usually pretty cool).
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