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Author Topic: Project6014 demo release  (Read 37417 times)
Lukipela
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Re: Project6014 demo release
« Reply #225 on: November 26, 2010, 01:46:17 pm »

One reminder: Please make sure that the voice acting is of decent quality, not like most of the voice acting in SC2's 3do version Smiley.

At the same time please make sure story/coding/sound fx/dialogue is of decent quality kthx. I don't want no low quality mod! Smiley
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TorNis
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Re: Project6014 demo release
« Reply #226 on: November 26, 2010, 02:48:52 pm »

Once you starting picking people for race acting, please give a shoutout.
I am good voice actor. Have experience in it since I was doing unofficial dubbing for TV series for fans to my home language.
Also we need race voice filters for this one, right? Or all by yourself?
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Cedric6014
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Re: Project6014 demo release
« Reply #227 on: December 02, 2010, 09:15:55 pm »

One reminder: Please make sure that the voice acting is of decent quality, not like most of the voice acting in SC2's 3do version Smiley.


Im pretty happy with our current voice actor. I dont think we could have got anyone better. Having said that Id be thrilled if we could match the quality of the 3DO. They voice acted for at least 24 different parts, most of which I thought were pretty good.

Well be creating a dozen new voices, and trying to recreate about a half a dozen old voices.

Frankly I dont think well have the resources to be able to match the output of the 3DO version so you may be disappointed with the final product.

Story is one other area where I dont hope to match PR3, but Im confident every other aspect (art, graphics, sound etc) will be on par with the original.

Remember, were not professionals. If we can recapture the feeling of the original then its mission accomplished
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Admiral Zeratul
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Re: Project6014 demo release
« Reply #228 on: December 03, 2010, 06:58:40 am »

Matching the quality of the 3DO voices shouldn't be all that difficult to do. The people behind the 3DO voices were not hired professionals. Once Project 6014 gains enough momentum and skilled manpower, and especially considering the technological advances since the year 1992, you will no doubt be able to surpass the original 3DO voices.

Still, if you cannot match the original in terms of story, why not take a somewhat different approach? I think it may be fairly pointless to try taking the original game and adding flashy new features. You might end up like Master of Orion's successors. In the end, too many incongruent features were glued together. Star Control I stood out thanks to its innovative combination of exciting battles and intellectually engaging strategical elements. Star Control II stood out (like a glorious skyscraper) thanks to its unique races, superior story, and more. Originality is what made those games great. I believe originality will make Project 6014 appeal to newcomers and existing fans alike.
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Re: Project6014 demo release
« Reply #229 on: December 03, 2010, 03:18:26 pm »

Quote
You might end up like Master of Orion's successors.

Ever notice how the great Sci Fi epics of that era were always killed by the 3rd release which was never the original team?

Star Control 1 = Great , Star Control 2 = Awesome! Star Control 3 = Needles in the eyes bad
Master of Orion = Awesome, Masters of Orion 2 = Awesome, Masters of Orion 3 = Needles in the eyes bad

If we got a decent voice changer or a few people with good voice talents, I think all will turn out great (I tried making my voice shofitix with some tweaks in Audacity the other night and came off like a really hyperactive sounding one voiced by Alvin and the chipmunks Smiley )

Quote
Originality is what made those games great. I believe originality will make Project 6014 appeal to newcomers and existing fans alike.

Agreed and it is what drew me here in the first place.

Now all I want is to mod my ship (preferably with the Master of Orion Death Ray but Hellbores will do Smiley )
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Re: Project6014 demo release
« Reply #230 on: December 05, 2010, 01:19:02 am »

Hello, I remember this project kicking back around a while ago on the forums. I wanted to help out with it, but things seemed to have gone silent for a while here, so I took a long hiatus. It's amazing to see what you guys have done with this so far, it really is incredible. I just saw the Lurg introduction video on Youtube and had my mind blown, this has some serious polish to it so far. May I ask if there's still a chance that I could help out or contribute in one way shape or form? It looked amazing from the start, and looks even more so now. I'm currently downloading the demo, I hope there's more wow-factors inside! Cheesy
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Re: Project6014 demo release
« Reply #231 on: December 07, 2010, 06:06:16 pm »

Just wanted to say thanks for this awesome demo! Hope to see a full game soon.  SC2  (UQM) is my fav game of all time, and I am currently giving it another run through on my Wii.  This game will live on forever.
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Duranki
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Re: Project6014 demo release
« Reply #232 on: December 10, 2010, 02:15:52 am »

I was going through my old bookmarks and ran across this forum, that I haven't visited in probably 6 years.  I never in my wildest dreams thought I'd find THIS.

When I saw there was a demo for this new Project 6014, I figured, "Why not? It can't run worse than TimeWarp." My friend and I have been reminiscing about the joys of Super Melee, wondering why no one ever made a good network play-enabled version.  So of course, first time I figured up the demo, Super Melee was the first thing I checked out.  Not only did it play well, crash and bug-free, but it seems to have internet support??

Then I went back to the main menu and started a new game.  Within minutes I felt like I'd entered an alternate dimension where Fred Ford and Paule Reiche III got to make a proper Star Control 3.  You nailed it.  The intro movie gave me the same tingle SC2's did, back when I was a kid.  The art made me do a double-take; I know a lot of this has to be original stuff, but you mimicked the art style PERFECTLY.  Likewise, while I recognize a lot of the original music/remixes, I think there's a few new tracks in here, too?

Then I discovered the graphics options.  I never thought I'd see hi-res Star Control.  So nice.

I was talking to the Earth starbase commander about what all the alien races have been up to, and before he could finish I had to save, quit, register, and post.  If your team carries on with this same level of quality and polish--and from what you've shown us with this demo, I have absolutely no doubt that this will be the case--we will finally have the sequel we've been waiting 18 years for.

Thank you, from the bottom of my heart.  Star Control 2 remains my favorite game of all time, and this demo stirred feelings I haven't felt since 1992.  Just.....wow.
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Re: Project6014 demo release
« Reply #233 on: December 10, 2010, 03:12:03 am »

Then I discovered the graphics options.  I never thought I'd see hi-res Star Control.  So nice.

You mean using scalers? That exists in UQM 0.6.2 and all current scalers have existed since v0.5.

And network play... also exists in UQM 0.6.2, which means it's been there for almost 4 years (version 0.6.0, the first to have NetMelee, was released in Dec 2006). It gets played all the time, with games set up on #uqm-arena (IRC). Plus, there's another mod based on v0.6.2 designed specifically for net-melee, made by Shiver (with help from others).
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Duranki
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Re: Project6014 demo release
« Reply #234 on: December 10, 2010, 03:44:12 am »

You mean using scalers? That exists in UQM 0.6.2 and all current scalers have existed since v0.5.

And network play... also exists in UQM 0.6.2, which means it's been there for almost 4 years (version 0.6.0, the first to have NetMelee, was released in Dec 2006). It gets played all the time, with games set up on #uqm-arena (IRC). Plus, there's another mod based on v0.6.2 designed specifically for net-melee, made by Shiver (with help from others).

Thanks for the corrections! I never played UQM, as I'd played the original PC and 3DO versions, so the whole package is a bit new to me.  Everything else I said about the project still stands Smiley
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Cedric6014
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Re: Project6014 demo release
« Reply #235 on: December 10, 2010, 03:47:45 am »

Hey there Duranki,

What a great post to read! Im glad that we have managed to capture some of the original feeling of the original that it our number 1 aim.

That is why we opted for a mod rather than a whole new engine as there is something atmospheric about the user interface and game play that we didnt want to mess with.

Now the tough bit crafting a story that can do the world of Star Control some justice.

Thanks for your encouragement. Posts like that really fire up the team.
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Re: Project6014 demo release
« Reply #236 on: December 13, 2010, 08:47:58 pm »

Seems good. Loved original and I am really, no, REALLY skeptical about this, but I'll try it out. Seems good
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Re: Project6014 demo release
« Reply #237 on: December 15, 2010, 04:50:57 pm »

So, does it seem good, or not? You double emphasized both points.
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Ostro Bothnia
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Re: Project6014 demo release
« Reply #238 on: December 16, 2010, 05:53:33 pm »

So, does it seem good, or not? You double emphasized both points.
I'm sorry if I wasn't clear enough, I try to avoid discrepancy.

So far so good, haven't got far and I haven't encountered any bugs, good work
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Re: Project6014 demo release
« Reply #239 on: January 03, 2011, 03:13:36 am »

After I played the demo (spending 2 hours instead of a few minutes like I expected to), I was so entranced that I read all 33 pages of the star-control.com thread and this one as well.

There's not much I can tell you that hasn't already been said.

The opening image of the Chmrr starbase was incredible, and exactly what you'd expect, and the Chmrr fleet and Unzervalt images look like they came from TFB. (And I can't distinguish the Vux drawing from something that would have been in the manual or original game.)

I would second every positive comment that you received about every attribute of the game.

I thought I would contribute by seeing if there is anything I can say on the issues of contention.

Here's what I came up with:

1. The Syreen zoom is "annoying" but also really cool.

It was really cool the first few times, but then it got a little tiresome or distracting.

I think the starship commander's zoom is more appropriate than the planetary commander's.
The planetary one is too jarring, IMO.

I think one way to deal with the zoom is to make it perhaps less common - only for special situations. There may be some dialog in which you wish to emphasize the speaker's emotions or a certain point, and you could zoom then.

That way, the zoom would have more of an impact.

I would be comfortable with the starship commander's zoom being used more regularly than the planetary example, since it seems to fit the pace and tempo of the encounter. Gaia could perhaps be more laid back.


2. I am not so sure about the Shofixti eyes, either. Maybe different Shofixti have different coloured left eyes, just like Earthling captains have different hair? The current setup does add flair, however.


3. It's kinda bothersome that the Chmrr didn't just pay the Melnorme for the information. Perhaps this is an example of the Chmrr's contemptuous attitude? Or perhaps the Melnorme are frustrated with the Chmrr, and would rather talk to you - building you up instead of the Chmrr.


4. I found the flagship's primary weapon rather sucky. I figure you'll have mods for it though. I was really hoping when I pressed the trigger that a Chejensu crystal would come flying out.

If you want to get really crazy, imagine a weapons layout reflecting the Chmrr combination - a primary crystal torpedo, and a secondary laser. If you hit your torpedo with the laser, it explodes with even more power! The Melnorme scrambler weapon could be activated by a tertiary key combo, and could be a weapon that needs to be researched first. Anyway, this is a pretty crazy idea and I only mention it because it's the first thing that came to mind.

The rationale you have for the existing weapons layout and modules makes sense anyway.

5. I don't want to get too into the fat Syreen debate, but I second the idea, if including her, that you be given "friendly" or passively-sarcastic dialog options with her. [i.e. you want to understand more about her, but don't phrase it in a hostile way.]


Other comments:

-I figure the Yehat should have a base and possibly the VUX (making for some interesting dialog options.)

-Resource gathering: I know this is the demo, so you haven't really been able to integrate it yet, but the presence of minerals on scans makes one want to mine them (especially in the absence of really viable resource-gathering options.)

I agree with the suggestion to have minerals available to mine, but with an algorithm to remove the most valuable ones that Zelnick would have already mined in SC2.

Another idea is to have the Starbase give you 1000 RU every month, or something - you can resource from the bases instead of vice versa.*

Since there appears to be a higher emphasis in this game on diplomacy, maybe good diplomacy, sharing of information between races, courier duties, etc... could get you resources. Even escort missions for the freighter, if possible.

*Maybe the Alliance can only spare X dollars per month because of the mopping-up operations.

Maybe protecting trade convoys nets you more money.

So, mining can be used as a supplement for income.

-It's probably going to need more VUX. Who knows, perhaps ZEX lived inside the belly of that beast, and has emerged to command his modified Intruder somewhere.

-Although I enjoyed hunting down the alien homeworlds in the demo, might as well show spheres of influence for allied races, after all, the captain would be briefed on them and familiar with them.

-There are too many Chmrr in the initial system, and possibly too many intercepts.

-I was kinda hoping for a moonbase. I figure you probably haven't had time to implement that, if you were planning to, but I can second the idea.

-Regarding the ZEX thing above, I'm sure it could be a harmless secret encounter / easter egg. After all, it's not like TFB were going to pick up on that plot anyway. Game canon thinks he's dead  Grin


Anyway, these are all minor nitpicks. The game is really meeting the highest expectations I could have set out for it when reading about in 2009. I feel that I am exploring the section of the universe that we didn't get to see in SC2.


Things that would be cool

(click to show/hide)


I know I had a lot to say, but you have done such a great job that it has stimulated a lot of discussion.


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