Art
NS2 maps are immensely complex creations. They require months of
painstaking work by teams of mappers, all the while undergoing intense
play-testing. Cory directs the artistic vision of maps through concept
pieces, and then gives feedback to the mapping team as they set about
fleshing out that vision.
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An in progress section of Biodome |
Biodome is on target to released in late August / early September,
and areas are starting to look truly organic. Less and less of the map
is a greybox, though layout adjustments continue to be made as deemed
necessary by the map playtest group.
The world’s reserve currency is currently the United States Dollar,
but central banks everywhere will do doubt soon be switching to a new
and much more valuable currency: The
Steam Trading Card.
These cards have taken the PC gaming world by storm, and it is
impossible to avoid calls for their inclusion in NS2. You will be happy
to hear that we have been working on integrating Steam Trading Cards
since the start of their beta period.
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This image will become a Steam Trading Card! |
A full set of exquisite cards has been commissioned, as well as
profile backgrounds and all the other gorgeous goodies one would expect
from a game supporting this cool new system. Each card is a completely
original, never-before-seen render featuring the characters of the NS
universe. We expect to have the cards integrated by late August / early
September.
Engineering
In June, NS2 switched to a new method for handling it’s Lua gameplay
code. This method is called the ‘Lua Just-In-Time-Compiler,’ or LuaJIT.
Basically, it works because magnets. In the past, NS2 has been called
out as being not the fastest running of games. LuaJIT has brought huge
strides in performance and gone a long way to helping NS2′s performance
image:
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The proportion of frames rendered within given times… Give the chart a chance |
The above chart is, at first, a little bit hard to read, but stick
with it, there is a good reason we are not just giving you a blunt
statement like ‘average fps is now x% higher.’ The chart represents the
true performance benefits of switching to LuaJIT, benefits that cannot
be expressed properly with such statements.
Along the x-axis is the time taken to render a frame, in
milliseconds. The lower this value, the faster the game is running. To
convert these values to ‘Frames Per Second,’ compute 1,000 / frametime.
For example, a frame rendered in 10ms is notionally equivalent to
100fps.
Along the y-axis is the proportion of frames in the sample rendered
in a given number of milliseconds, provided by the x-axis. For example,
we see that 30% of sampled frames in build 249 were rendered in 8ms (For
the purposes of this analysis, all sampled frame-times were rounded up
to the nearest integer, or ‘whole number.’)
Armed with this knowledge, two things become apparent.
1. Frames rendered in Build 249 tend to cluster towards the lower end
of the x-axis, indicating that they tend to be rendered faster -”Higher
FPS”
2. The time taken to render frames is much more consistent in Build 249,
with a greater proportion of frames being rendered across a smaller
range of time.
This means that not only did Build 249 make NS2 run faster, it
drastically decreased the inconsistency of rendering that players
perceive as ‘jitter’ and ‘hitching.’ This particular sample was
collected on a high end machine, other samples have been collected on
low end and mid-spec machines, and Build 249 has demonstrated the same
characteristics on each. No matter what kind of machine you run NS2 on,
you got significantly higher and more consistent fps out of build 249.
The engineering news just kept getting better in June. The best way to explain what
Max and
Dushan have achieved this month is to show you two screenshots. Here is the first:
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If you think this looks like NS2 running on Linux, you would be correct! |
Yep, that is a Linux Mint desktop, running the MATE desktop. And that
sure looks like Natural Selection 2 running on Linux, does it not? Now
for the second:
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More Linux NS2 goodness |
You might be able to guess that this is a Linux Ubuntu desktop,
running the Unity interface. These screenshots were taken on Dushan and
Max’s work machines, respectively, at the same time. They show that not
only is Natural Selection 2 now running on Linux, we are even starting
to successfully trial actual networked play. In theory, we could have
connected Windows players to the same server.
This does not mean we are about to release NS2 on Linux. But we are
getting damn close. This is real, we are aiming for true SteamPlay
Windows / Linux / Mac support. Max and Dushan are working full time on
bringing this dream to fruition, and we can’t wait to share more
progress with you over the coming weeks.
Gameplay
At UWE, want to support the way people choose to play our games,
whatever that may be. It’s a fact that people enjoy playing NS2 in a
competitive setting, and it is our belief that one of the best ways we
can support the competitive scene is to facilitate ‘halo’ events that
give players opportunities to play and spectate NS2 on the world stage.
In June, we announced the
2013 European Open.
The grand final of this event will be held live on stage at Insomnia49
in the United Kingdom. The two best teams in the Open will receive
flights to and accommodation in the UK, and a chance at taking home a
community funded prize pool that is currently nudging $3,000!
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The European Open prize pool is nudging $3,000 |
June also saw the introduction of
Build 250,
the most sweeping set of changes to NS2 gameplay in a long time. While
it does take some getting used to, all indications are that Build 250
has improved the diversity and quality of play. It is too early in the
piece to do any statistical analysis of the effect of the changes, but
Andi is closely watching the adoption of Build 250 and will continue to
iterate on it over the coming months.
That is it for the June State of Development. Games do not have to
stop being made once they have launched, and everyone at UWE is truly
enjoying have you with us as we continue to improve NS2.
source unknownworlds.com
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