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Developers Diary #2


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ApolloArtemis #1 Posted 10 September 2015 - 04:27 PM

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Let the discussions begin!



mikeva1 #2 Posted 10 September 2015 - 06:00 PM

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It seemed as though a lot of what was being said was about the original Master Of Orion. While I would love to see a 30 minute or 1 hour video where they tell us about the original game, (maybe in the collectors edition?) I would have preferred a nice long video about the new Master of Orion.

JeanBaptisteEmanuelZorg #3 Posted 10 September 2015 - 07:11 PM

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Well. A whole spectrum of emotions and thoughts. IMHO, very contradictory.

"Nice pictures, nice UI, balance and a good AI" © "This is no mine, it's a tomb!"

Poll from Zorg : Combat is the Core for MOO Universe 4x Strategy

Poll from Zorg : No LOOT in MOO/CtS


iHunterKiller #4 Posted 10 September 2015 - 07:35 PM

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Well that was nice. The shots of the ships all lined up was more entertaining than the memories of old times (and to think you guys keep saying this isn't aimed at the old fans lol).

 

The size differentiation between two hull sizes 1 class apart is minimal. Sure the biggest and smallest ships are vastly different. But one size away and the difference is almost non existent and that is a shame. It would have been nice if upgrading hull size produced a distinct visual impact that left a trailing awe with the players involved. Oh well.

 

The art itself looks great i guess though it seems very low poly ... which has good and bad merits. Bad in that it isn't super detailed. But good in that .. since this being touted as a high budget game then the low poly must only be due to plans for many many of them being on screen at any one time! That is great news!!


You and your friends may have preferred certain features from MoO1 or MoO2 .. or perhaps even MoO3 but that does not mean everyone prefers it that way.

Perhaps you could think of some amazing alternative that could enhance the game in new areas, making it more enjoyable for everyone!

Please be creative and open minded when posting, we all want this to be the best game it can be.


Major_Shran #5 Posted 10 September 2015 - 11:15 PM

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Very nostalgic to see the behind the scenes on the original game.  Loved watching this!!

OrionSol #6 Posted 11 September 2015 - 02:10 AM

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A walk down memory lane 

Jedi Master Or-ion Sol

Founder of THE JEDI ORDER | Community of Guilds 

www.jediswtor.com 


Moo4 #7 Posted 11 September 2015 - 11:05 AM

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Don't get me wrong, I too could watch an hour on the history of MoO.  However, it is missing its mark (or downright contradictory as someone else said) about being about the new game.  

I want a moddable Master of Orion 1.5 with focus on interface and pacing.  Come discuss MoO 1.5 ideas HERE!


JeanBaptisteEmanuelZorg #8 Posted 11 September 2015 - 08:41 PM

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Here is a little survey :

 

PART  I

Developers for MMO1-2 :

Spoiler

Wargaming has five members of the original team Master of Orion and Master of Orion II: Battle at Antares: Producer Jeff Johannigman, art director Jeff Dee, design advisors Tom Hughes and Alan Emrich, and composer David Govett.

 

PART  II

Chris Keeling  : https://www.linkedin...in/chriskeeling (Director of Product Vision at Wargaming.Net)

Spoiler

Randy King (Executive Producer of NGD Studios)

Spoiler

 

PART  III

 

Steve Barcia and Ken Burd designed MMO2 (MOO2) http://strategywiki....ttle_at_Antares.

Ken Burd https://www.linkedin...burd/5a/ab4/626

Steve Barcia (founder for Simtex) https://en.wikipedia...ki/Steve_Barcia

 

PART  IV

No QuickSilver Studio ,thx god.

 


Edited by JeanBaptisteEmanuelZorg, 11 September 2015 - 08:42 PM.

"Nice pictures, nice UI, balance and a good AI" © "This is no mine, it's a tomb!"

Poll from Zorg : Combat is the Core for MOO Universe 4x Strategy

Poll from Zorg : No LOOT in MOO/CtS


JeanBaptisteEmanuelZorg #9 Posted 12 September 2015 - 01:10 PM

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View PostEmP64213, on 12 September 2015 - 12:19 PM, said:

Um, we know that. That's why people specifically ask about Steve Barcia. He is not just founder of some company and a programmer, every game that has his name on it has very good game mechanics and that is why people still play MoO 1 & 2 and Masters of Magic. Despite the talent they have, in the long run artists (people working on graphics, sound, voice and story) are replaceable at this kind of game.

 

What is MMO? I thought you mistyped MOO but then you used both abbreviations simultaneously.

 

Oh.. Developers use this abbreviation in order to distinguish between MicroProse MoO and WG MOO. Usually I use "MOO Universe" term. Info about Steve Barcia and his role in design isn't so well known in Russia.

Edited by JeanBaptisteEmanuelZorg, 12 September 2015 - 01:12 PM.

"Nice pictures, nice UI, balance and a good AI" © "This is no mine, it's a tomb!"

Poll from Zorg : Combat is the Core for MOO Universe 4x Strategy

Poll from Zorg : No LOOT in MOO/CtS


Mikko_M #10 Posted 13 September 2015 - 11:53 PM

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View PostiHunterKiller, on 10 September 2015 - 07:35 PM, said:

The art itself looks great i guess though it seems very low poly ... which has good and bad merits. Bad in that it isn't super detailed. But good in that .. since this being touted as a high budget game then the low poly must only be due to plans for many many of them being on screen at any one time! That is great news!!

 

Yep, the in-game ship art could still use more polish as at the moment it looked as you said very low poly. And no I am not lowering my expections for the amount of ships in battles either, since modern computers should be able to handle large space battles with at least semi-good graphics. The current in-game ship models sort of looked like they came from the time when MOO 3 was still new.

 

Edit: And to add to that statement the good thing about PC games is also that they usually come with several graphics options to choose from, so for the lower end PCs they can offer lower poly ship models​ and for the high end PCs models with more details in them. So there really is no excuse for Wargaming to be just lazy in doing the space battle graphics and then hiding behind the standard bs argument of modern computers being too weak.

 

View PostJeanBaptisteEmanuelZorg, on 11 September 2015 - 08:41 PM, said:

Here is a little survey :

 

PART  I

Developers for MMO1-2 :

Spoiler

Wargaming has five members of the original team Master of Orion and Master of Orion II: Battle at Antares: Producer Jeff Johannigman, art director Jeff Dee, design advisors Tom Hughes and Alan Emrich, and composer David Govett.

 

 

PART  III

 

Steve Barcia and Ken Burd designed MMO2 (MOO2) http://strategywiki....ttle_at_Antares.

Ken Burd https://www.linkedin...burd/5a/ab4/626

Steve Barcia (founder for Simtex) https://en.wikipedia...ki/Steve_Barcia

 

PART  IV

No QuickSilver Studio ,thx god.

 

 

Not having Steve Barcia or Ken Burd on the project is very disappointing news, since so far those two are the only ones that have managed to make a succesful Master Of Orion game. :( (And not just one, but two).

 


Edited by Mikko_M, 14 September 2015 - 01:48 PM.

Moreover, I advise that the tactical combat must be made more player controllable and informative for this to become a proper MOO game.

 

​The long lost formula for space 4X game success = Good tactical combat + good empire management > than just good tactical combat or good empire management alone.


JeanBaptisteEmanuelZorg #11 Posted 16 September 2015 - 12:16 AM

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View PostEmP64213, on 15 September 2015 - 04:30 PM, said:

I don't know about Ken Burd but Steve Barcia was designer for Masters of Magic, Master of Orion I & II. I think it "designer" used to mean a person who decides which features and game rules the game has to have. I still play MoO II because of excellent game rules, not graphics, sound, story and sexy cosplayers. Barcia's absence disappoints me too. 

 

It's easy to check career paths of all of the team, as 20 years have passed. Perhaps, as we know those facts, key persons could be identified easily.

"Nice pictures, nice UI, balance and a good AI" © "This is no mine, it's a tomb!"

Poll from Zorg : Combat is the Core for MOO Universe 4x Strategy

Poll from Zorg : No LOOT in MOO/CtS


JeanBaptisteEmanuelZorg #12 Posted 16 September 2015 - 11:35 AM

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Looks like he was still in business at 2008 https://www.mobygame...eloperId,2820/ 

Perhaps, one of those guys https://www.linkedin...ir/Steve/Barcia


Edited by JeanBaptisteEmanuelZorg, 16 September 2015 - 11:39 AM.

"Nice pictures, nice UI, balance and a good AI" © "This is no mine, it's a tomb!"

Poll from Zorg : Combat is the Core for MOO Universe 4x Strategy

Poll from Zorg : No LOOT in MOO/CtS


Mikko_M #13 Posted 16 September 2015 - 05:40 PM

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View PostEmP64213, on 15 September 2015 - 04:30 PM, said:

I don't know about Ken Burd but Steve Barcia was designer for Masters of Magic, Master of Orion I & II. I think it "designer" used to mean a person who decides which features and game rules the game has to have. I still play MoO II because of excellent game rules, not graphics, sound, story and sexy cosplayers. Barcia's absence disappoints me too. 

 

Ken Burd was listed as a programmer on Master of Orion I & II and at least in Master of Orion 2 as the lead programmer. So most likely he was the guy who did things with 1996 technology that makes most modern 4X game developers wet their beds and cry out to mommy, because modern computers offer such poor performance. ;)

 


Moreover, I advise that the tactical combat must be made more player controllable and informative for this to become a proper MOO game.

 

​The long lost formula for space 4X game success = Good tactical combat + good empire management > than just good tactical combat or good empire management alone.


Mikko_M #14 Posted 17 September 2015 - 03:59 PM

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View PostEmP64213, on 17 September 2015 - 02:24 PM, said:

In 1995 I don't think performance (delay between user action and software reaction and graphical animation) was a problem for a game like MoO 2. MoO 1 might have had such problem. What was really constraining back than were oppressive memory limits of 16 bit operating systems. Number 65536 might have casued PTSD because it was a limit of almost any thought. Biggest array you can make, 64 kB (slightly less then uncompressed 8-bit full screen image at 320x240 resolution), biggest source file you could feed to most compilers, 64 kB, total size of executables you could run simoultaniously, 10 * 64 kB. There were ways around it but they were expensive and much less convenient.

 

Today in 64 bit era constraints are much more lax and there are a number of available, decent quality, high performing engines that solve boring platform specific details so I don't think having ultra good programmer is necessary. There is a lot of educated, competent and experienced people around. Sure, you should not hire average Joe but good programmers are simply not as scarce as they were 20 years ago.

 

And yet you still hear the same old tired excuses from too many modern game studios. "Oh we only have space battles of ten ships with graphics from the early 2000`s, because modern computers just can`t handle any more." Yeah right. :sceptic: If modern game developers could do with modern technology what Steve Barcia and Ken Burd did with MOO 2 back in the day, we would almost have 3D holograms of the ambassadors standing in our living rooms.   ​

Edited by Mikko_M, 17 September 2015 - 04:00 PM.

Moreover, I advise that the tactical combat must be made more player controllable and informative for this to become a proper MOO game.

 

​The long lost formula for space 4X game success = Good tactical combat + good empire management > than just good tactical combat or good empire management alone.


JeanBaptisteEmanuelZorg #15 Posted 17 September 2015 - 07:50 PM

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View PostMikko_M, on 17 September 2015 - 03:59 PM, said:

 

And yet you still hear the same old tired excuses from too many modern game studios. "Oh we only have space battles of ten ships with graphics from the early 2000`s, because modern computers just can`t handle any more." Yeah right. :sceptic: If modern game developers could do with modern technology what Steve Barcia and Ken Burd did with MOO 2 back in the day, we would almost have 3D holograms of the ambassadors standing in our living rooms.   ​

 

yeah... Developers developers developers developers... developers developers developers developers... Where do i remember this from ?

"Nice pictures, nice UI, balance and a good AI" © "This is no mine, it's a tomb!"

Poll from Zorg : Combat is the Core for MOO Universe 4x Strategy

Poll from Zorg : No LOOT in MOO/CtS


MOO2MOD #16 Posted 17 September 2015 - 10:56 PM

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Block Quote

Originally, the working title for the game was Master of Antares.

Steve Barcia, the central figure behind the originalMOO game, served in more of a hands-off capacity on this title (having been promoted to VP of Product Development at Spectrum).

Steve oversaw the project and design but left the coding in the hands of Ken Burd and his team at SimTex.

 http://moo3.quicksilver.com/game/history02.html

 



JeanBaptisteEmanuelZorg #17 Posted 18 September 2015 - 03:03 PM

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View PostMOO2MOD, on 17 September 2015 - 10:56 PM, said:

 

It's looks like all new interviews and diaries are based on the info from that site.

"Nice pictures, nice UI, balance and a good AI" © "This is no mine, it's a tomb!"

Poll from Zorg : Combat is the Core for MOO Universe 4x Strategy

Poll from Zorg : No LOOT in MOO/CtS


Mikko_M #18 Posted 20 September 2015 - 06:46 PM

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View PostJeanBaptisteEmanuelZorg, on 17 September 2015 - 07:50 PM, said:

 

yeah... Developers developers developers developers... developers developers developers developers... Where do i remember this from ?

 

I believe it was shouted by a fellow also named Steve, but that fellow wasn`t Steve Barcia. ;)

Moreover, I advise that the tactical combat must be made more player controllable and informative for this to become a proper MOO game.

 

​The long lost formula for space 4X game success = Good tactical combat + good empire management > than just good tactical combat or good empire management alone.





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