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  3. FrieChamp

Posts by FrieChamp

  • Star Citizen

    • FrieChamp
    • March 23, 2017 at 8:38 AM
    Quote from blackdog

    9 hours ago, blackdog said: I mean, I understand the making you valute your digital possessions hence making you feel more into the game… but this is ridiculous to me.

    And that's OK! :) Star Citizen is its own kind of beast entirely. CR wants to do a bunch of things haven't been done before and people love/hate/call him crazy for it. I'm not a system designer, so from a game mechanics perspective I cannot tell you why there is insurance (a sink for in-game currency could be one of them), but if you're interested in finding out more on why there is perma-death in the game at all, you can read about it here:

    https://robertsspaceindustries.com/comm-link/engi…h-Of-A-Spaceman

    Insurance FAQ: https://robertsspaceindustries.com/comm-link/tran…-FAQ-And-Update

  • Star Citizen

    • FrieChamp
    • March 22, 2017 at 5:38 PM
    Quote from blackdog

    2 hours ago, blackdog said: What's lifetime insurance in a videogame?! Like not only you can pay $100 easy on a ship… but if it gets wrecked or captured by others is lost forever?

    Yes, to my knowledge, there is going to be such a thing as perma-death for ships. It is unlikely, but basically, if you buy a ship and don't have the petty cash of in-game currency to pay for the insurance (and ignore all warnings and still fly without one) then, yes, you will lose it forever upon destruction.

  • Nintendo Switch

    • FrieChamp
    • March 21, 2017 at 11:55 AM
    Quote from (HP)

    13 hours ago, (HP) said:

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    This fucking game man!!

    Stop it Helder, you're going to make me a buy a Switch...

  • Star Citizen

    • FrieChamp
    • March 20, 2017 at 11:20 AM
    Quote from Vilham

    57 minutes ago, Vilham said: When I left there was still a little bit of floor mesh as part of the walls, basically making the wall tile 1m deep and on the grid. I have heard that changed. Interesting that was added by art to ensure there was trim on the floor where it met the wall. Looks like you have some whitelines along that trim now, is that a decal or is that just bespoke wall/floor transition tiles.

    That's just a decal.

  • Star Citizen

    • FrieChamp
    • March 20, 2017 at 8:34 AM
    Quote from Vilham

    On 18/03/2017 at 3:34 PM, Vilham said: Modular set seems very similar to when I designed it. What has changed on them out of interest?

    I wasn't talking about the template tile-set (walls, floors etc.), which is the most granular type of modularity that we have (didn't know that you designed that - high five! :) ). If you think of a room as a module that gets connected to other modules to create layout variations, players will traverse through some specific modules frequently (like hubs for example). The immersion breaks. So we are trying add variation to individual modules without creating numerous bespoke modules. Splitting modules into sub-modules and mixing-matching them is a layer on top that can help to break the repetition with less burden on content creation.

    Like I said, this is still early days and maybe we'll add more procedural stuff to the mix in the future, but the handcrafted environments have set a quality bar that we shouldn't deviate too far from.

    EDIT: I just realize I might have misread your question and you literally just wanted to know what has changed to the tileset. I wasn't around at the time you left, so sadly I have no reference. In the 7 months I have been working here, it has stayed pretty much the same though.

  • Star Citizen

    • FrieChamp
    • March 17, 2017 at 11:54 AM
    Quote from Beck

    19 minutes ago, Beck said: Been following SC very closely lately and I cannot wait for 3.0 to hit. I do love how the interiors for everything from the tiniest of ships to the biggest capital ships all the way down to the planets are all built to scale and have purposes. It'll be insane when it's finally done!

    The only downside to this for me is that I can't afford any of the ships!

    What part do you work on @FrieChamp?

    Pretty much what Todd and Andreas are talking about in the video. These days I focus on the modularity system itself in an interdisciplinary team. Deciding rules and workflows, prototyping stuff like modularity within modules (not just connecting modules but an additional layer of "swapping out parts of rooms") which you can see here:

    I have also been working on the cargo station archetype that is coming a little further down the line than the truck stop.

    Oh and you don't have to spend a lot of cash on a Constellation Andromeda to be flying. 45$ and you can get into a cockpit (or just wait for the next free weekend)!

  • Star Citizen

    • FrieChamp
    • March 16, 2017 at 9:25 PM

    The latest "Around The Verse" has a segment on how we approach the design of the many many locations for Star Citizen's persistent universe. It's still early days, but I think some of you might find it interesting :)

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  • Unreal Tournament mapmaking tips

    • FrieChamp
    • March 15, 2017 at 4:58 PM

    There is a template level that contains metrics which you should keep in mind when blocking out the level - definitely check that out. Get familiar with all the weapons, items and movements (if you aren't aware already) by watching this youtube channel for instance:

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    Analyze official/popular maps to find out what kind of layout makes a good UT level.

    Think about what design element of your level brings something new to the mix of levels that are already out there.

  • What movie is this?

    • FrieChamp
    • March 15, 2017 at 7:40 AM
    Quote from Minos

    8 hours ago, Minos said: Something easy this time :)

    [Blocked Image: http://i.imgur.com/x6hNE.jpg]

    HTC Vive commercial?!?

  • What movie is this?

    • FrieChamp
    • March 14, 2017 at 10:07 AM
  • What movie is this?

    • FrieChamp
    • March 14, 2017 at 8:12 AM
    Quote from Sprony

    5 minutes ago, Sprony said: Dracula: Dead and Loving it with Leslie Nielsen. I still miss that guy.

    Here we go:

    [Blocked Image: http://www.fondox.net/wallpapers/resoluciones/13/tatuajes-de-hombres_1440x900_1798.jpg]

    1. I also miss Leslie :(

    2. "Eastern Promises"?

  • Overwatch

    • FrieChamp
    • March 6, 2017 at 3:11 PM

    I played a match today where I played Reinhardt and at the end had the most eliminations on my team. Have a guess which team lost.

  • The Alien movies

    • FrieChamp
    • March 2, 2017 at 1:22 PM

    [Blocked Image: https://pbs.twimg.com/media/C51YU_GWYAEOS7t.jpg]

  • The Alien movies

    • FrieChamp
    • March 1, 2017 at 3:29 PM

    Yea...probably gonna skip this one

  • What movie is this?

    • FrieChamp
    • February 28, 2017 at 4:15 PM

  • [WIP Thread] UT CTF-Castle

    • FrieChamp
    • February 28, 2017 at 8:30 AM

    Welcome! Keeping the metrics on that sheet in mind is definitely a good idea. Can you increase the brightness of the lighting? It is really dark (on my screen?) right now :(

  • Mapcore Introductions Thread

    • FrieChamp
    • February 16, 2017 at 4:39 PM
    Quote from corugnoll

    38 minutes ago, corugnoll said: Hi everyone!

    My name is Moritz and i'm currently the lead designer at Mimimi Productions based in Munich Germany. We founed the company directly after our game design studios, so i really don't have any working experience outside of the bubble that is our small group. That always makes it interessting to read and talk about the different approaches and look at other people's work!

    The last game i worked on was "Shadow Tactics", which is a real time tactical stealth game (basically its Commandos with ninja ;D). There i've been working on the gamedesign but also many parts of leveldesign from planning levels, blocking them, putting in the art assets (no asset-creation though), enemy setup/puzzle design, scripting and final polish. (we are small studio so everybody does many things).

    Before that we made a 3rd person action adventure called "The Last Tinker" where i basically did the same thing... The games are in a completely different genre, though, which was pretty interessting and lots of new stuff had to be learned from a GD/LD standpoint.

    Thats all there is to say about me, i guess :)


    I found this community via a link to an article on facebook, browsed through the forum and decided to sign up.

    Looks like there's a whole bunch of cool and taleneted people here :) So i wanted to hang out, talk, learn things etc. etc.

    Display More

    Heard many good things about Shadow Tactics. Welcome! :)

  • PAYDAY 2

    • FrieChamp
    • February 15, 2017 at 8:37 AM

    Vivi be like:

    [Blocked Image: https://media.giphy.com/media/3o7qDSOvfaCO9b3MlO/giphy.gif]

  • What movie is this?

    • FrieChamp
    • February 10, 2017 at 3:28 PM

    [Blocked Image: https://aneeshchaganty.files.wordpress.com/2011/05/i006814.jpeg]

  • What movie is this?

    • FrieChamp
    • February 10, 2017 at 3:09 PM
    Quote from Radu

    25 minutes ago, Radu said: Hope you guys are hungry

    [Blocked Image: http://i.imgur.com/TjW9RIH.jpg]

    The Matrix

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