(Continuation from the "Arthur Lopes" topic)
One thing I'm feeling about the discussion so far is that the project (or at
least this part of it's graphics) is at a too early stage and it needs simpler
graphical representation before going into something as detailed and
time-consuming as 3D.
For instance, the HQs thing: If that changes and we have a whole concept
created upfront, if we feel like changing the HQs position to bigger websites,
than we might have a lot of effort thrown away because of bad planning.
Do you agree or am I crazy here?
Also, I'm thinking that 3D may be a little too much, here.
There are two approaches to 3D: Pre-rendered or real-time.
Pre-rendered comes in two forms: Still image or animation. You can have games
like Phantasmagoria and Myst, in which there are pre-rendered animations and
images, but put together in a way which conveys real-time interactivity.
And there's real-time. Real-time is all that has been used in the last
generation of games, ever since they decided doing in-game animation, instead
of adding pre-rendered cut-scenes.
Looking at the project as it is, I find it hard to define which approach is
better suited, but I think that the real-time approach, if chosen, may be a
much too big step, when it comes to internet based games. I mean, there's a
reason why the majority of internet games are Flash-based, haha! (Also, if you
guys have any game or something that works with interactive 3d on the internet,
please, do tell. I'm always looking to see if that is possible in more doable
levels).
I'll look into it with the more experienced people at the studio I work at and
I'll feed you guys back.
G'night,Tuca
> From: [email protected]> To: [email protected]
> Date: Wed, 23 Jun 2010 16:00:19 +0200
> Subject: Re: [HackIt Bar] Arthur Lopes
>
> On Wed, 2010-06-23 at 06:36 +0300, Arthur Borba Lopes wrote:
> > Actually, what I'm calling electronic mockup are image renderings,
> > focused on photo-realism, that are used for architecture. I belive I
> > may be using the wrong terms, but there may be a confusion there that
> > comes from a tradition that Brazil has of naming technological
> > advancements poorly.
>
> Ah, France is quite good at picking poor technical terms too ;p I don't
> really know much about those though, so I'm probably the one confusing
> things here. : ) Thanks for the explanation!
>
> > So, the area in which you guys are calling me to work on would be the
> > visual representation of the branch of websites a player has hacked
> > and is in control of, right?
>
> Yup, that's the current topic where we investigate the use of 3D. To be
> honest, there hasn't been a lot of thoughts put on this yet, so it would
> be very good to have your input here - the subject is still very open
> and we haven't decided anything yet.
>
> > What I got about the game is that the player headquarters himself in a
> > small-populatity site, and from there he starts finding other sites
> > that are or aren't hacked by other players, going from equally sized,
> > lower or bigger popularity sites, scalating the difficulty of hacking
> > proportionally to the site's popularity on the web.
> > That's awesome, but one thing springs to mind: Is the headquarters
> > necessarily on a smaller site?
>
> This could change (basically, everything can change - the game still
> being in its very early stages, nothing is 100% for sure yet, we adapt
> to what we see when we play and to the comments), but so far it's kind
> of the path it's taking, yes. We even plan to use a predefined page as
> the home base of the player, where we'll show informations on how to
> play the game, missions to achieve, etc. (we found out during playtests
> that the first reflex is to look at the content of the page to
> understand what the game is about - so letting the user chose the first
> page he hacks creates a lot of confusion, as it makes them look for
> things to do in the content of random pages on the Internet...).
>
> Basically, with the representation of the tree of websites, we currently
> hope to fix two main issues:
>
> 1) It's very hard to get the whole parent/children websites concept -
> it's very counter-intuitive to a lot of players, and usually not
> understood at all. It would be very important to make the concept more
> intuitive.
>
> 2) When you play, it's also hard to get a clear picture of what is
> happening with your tree of websites. You usually remember a few
> websites that you own, but you quickly forget about most of them. Also,
> when someone steals some of your websites, you get an email
> notification, but it's hard to visualize what it does to your
> "territory".
>
> Xavier.
>
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