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Danger Room Creator

10 respuestas [Último envío]
Mar, 11/20/2012 - 14:50
Imagen de Gell
Gell

Idea
We should be able to make our own danger rooms, for approval and integration by OOO.

How This Works
- OOO supplies a "Danger Room Designer/Creator," which is an editing interface similar to the Guild Hall Designer interface. The player (we'll call them the designer) sees a basic layout, and can pick from a variety of shapes and themes. This shouldn't be confused with a level editor like whatever tools OOO uses. This is a much more user-friendly, limited, and focused tool, like the Guild Hall Designing interface.
- The designer can walk around the editor just like in the Guild Hall and place items, hazards, wall blocks, even floor tiles. These should be restricted to the theme, and can possibly be forced.
- The designer can set which types of enemies appear in each wave or each spawn group. What are these waves or spawn groups? Well...
- There appear to be two types of spawn conditions: completely killing everything in the previous wave, or killing certain enemy groups. OOO may refer to these things differently, but this is how I've observed it works. The designer can set what a group of enemies is and what the sequence of group spawns are. These spawn groups are sequenced inside of a wave, because when a wave finally ends, a new wave begins.
- With the above, the designer needs to be able to test this stuff, so they can hit "test" to start testing at the start of any wave.
- The designer submits their design to OOO for approval. Other games, like TF2, have done very well with user submitted, but developer approved, content. In this case, the designer/user is submitting their danger room to OOO for approval.
- Compensation (or another word that will make lawyers happy). Designers who have a danger room selected by OOO will get some sort of pay or reward, in the form of CE, crowns, or special armor accessory maybe. Another cue from TF2, where Valve rewards content submitters with special hats or fancier looking weapons. Valve also now gives 25% of all store sales to the user as real money, but OOO has no real "shop" so this isn't being suggested here. A one time reward is nice enough, and of course the rewards of...
- The designer's danger room appears in the game as a random danger room! Like Valve, OOO may have to tweak a thing here or there to make things follow design rules, etc, but the danger room should mostly be intact. There could be a place to try out danger rooms and leave feedback too, but it should cost some energy (like a real danger room with less/no rewards) to keep players from practicing for free.

Who benefits from this?
Everyone! OOO gets some work done for them, players have more things to do (designers make them, other players will get to play them), and only the good stuff gets put in the game, at least according to OOO. It's an endless stream of new content and the bulk of work, after the design tool is released, is on players who want to do it. OOO can concentrate on the Core, or whatever else they have planned.

Possibility
I wanted this 2 years ago, before OOO ever added the new danger rooms, but it was too lofty an idea for many here (too much work). Now that OOO has shown there is at least a base for the code and art portion of it (with the Guild Hall Designer), I can openly suggest my idea. I am aware there would still be quite a bit of work to get such a system going, especially with spawning enemies, but there is at least a good bit of work done for the Guild Hall Designer, so that's a big step already.

Please leave your feedback. Hopefully Nick or other OOO staff read this and can make this happen.

Hey Nick! It's me, @gelatin on twitter!

Mié, 11/21/2012 - 02:45
#1
Imagen de Hawxindanite
Hawxindanite
+1

No critical comments I love it

Mié, 11/21/2012 - 11:37
#2
Imagen de Vtipoman
Vtipoman
Hmm. I want creator for whole

Hmm. I want creator for whole levels! :)
But this is nice too... one more big +1 from me!

Mié, 11/21/2012 - 11:46
#3
Imagen de Grittle
Grittle
+1

Mié, 11/21/2012 - 12:52
#4
Imagen de Softhead
Softhead
+1.

Ah, I thought something similar, I approve!

Mié, 11/21/2012 - 13:07
#5
Imagen de Darkshaodw
Darkshaodw
Might've missed this, but

Might've missed this, but does OOo have to review the room before it goes into the game?

Anyway+1, we cannot let this thread die

Mié, 11/21/2012 - 18:44
#6
Imagen de Spooky-Nights
Spooky-Nights
+1

I think it's a great idea and is worth integrating in to the game.

Mié, 11/21/2012 - 18:50
#7
Imagen de Forum-Brady
Forum-Brady
Sounds good at a glance~

Sounds good at a glance~

Mié, 11/21/2012 - 19:03
#8
Marlwoof
For a game who's levels are

For a game who's levels are designed the way they are, that is, with easily placed elements and architecture, it's aching for player-made content. The ability for guilds to make their own practice levels would be stellar.

Lun, 11/26/2012 - 11:51
#9
Imagen de Gell
Gell
About full levels...

Don't get me wrong: full level editor would be a huge boon for SK, but there's a reason I didn't suggest it.

Why not a full editor?
A full editor is a LOT of work for OOO. They'd want to make it as robust as possible, but also be as stable as possible, while disallowing any access to the deeper stuff, scripting, and risk exposing how the game is built (potential hackers?).

Why a dinky danger room editor?
A danger room designer is very contained. I didn't even suggest that the user could build a custom danger room shape because that might be way more work and a lot more data for players to download. Notice that the guild hall editor lets you expand, but it doesn't let you pick the shape of how things expand really; every piece is in its preset spot. The AH/crafting is on the west end, the little bedroom areas on the east. This saves a lot of data by having prefab rooms.

Most devs with investors have to keep a pretty tight lip on details and plans. I know this as a dev myself on another popular game. But that doesn't mean I can't cross pollinate my thoughts into another game like SK. There's no NDA on speculation. :)

So I am speculating, but I'm pretty sure I know the general concerns and limitations OOO has regarding if this idea were possible and how long it might take them to make it. A full level editor would be awesome, but it would take OOO a lot of resources to make and maintain, whereas a danger room editor, while still a bit of work, already has the foundation to be made and is, by danger room design, extremely limited in scope, yet still creates a lot more content for them. And I had suggested a way for them to monetize this idea as well, something their investors would be looking for (SEGA execs?). Potential profit is always a discussion when adding a feature that takes budget (budget is not just money, but time to create and upkeep).

@Darkshaodw
Yeah I'm suggesting that OOO approves the designs first. What players vote up isn't really want a developer wants, nor is it necessarily a good idea. Some form of player input might be good to see though, as it can influence OOO, or inform them of what players desire even if the players don't have the vocabulary to express why they like something.

Lun, 11/26/2012 - 12:45
#10
Imagen de Juances
Juances

We need some sort of player vote. It'll be a pain for developers to review all submissions one by one. OOO isnt Valve.

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