zachfishman
03-07-2005, 05:30
I don't think this is what Nintendo has planned for the Revolution, but thought of it when thinking about the quote: "Touching is good, feeling is better."
In a total revamp of the classical controller, one could make a sphere, or orb if you will, which you hold with both hands. There are two joysticks, one for each thumb, and eight buttons - two sets of four for your fingers. It would be able to incorporate those gyroscopes people are talking about, and would be large enough to include enough interal gadgetry to create a variety of stimuli. I guess the size would have to be adjustable for different sized hands, and of course wireless (wires'd get in the way as you tip the orb L, R, Up, Down).
Does anyone think this feasable? Practical? Neat?
WTH? What is the NINTENDO REVOLUTION?
PeanutButterMunky
03-07-2005, 06:18
You're kidding, right? You really need to do some research...you can look around these Forums and find out. It's Nintendo's next gen console. You're being a little too lazy. :?
Yes, I know. I'll get better. I seem to have Lazy syndrome.
PeanutButterMunky
03-07-2005, 06:20
Well don't be lazy in here, or you'll posts will just be deleted. Thanks.
Yeah i like the spherical orb thing, but you know that Gyros arent actual spinning discs anymore right?
They are fairly complex still, but they don't have moving parts anymore. Sure the toys do, but there aern't a dozen toy gyros inside the Segway Personal transport, and there aren't any Toy gyros in a fighter jet to help it stay right side up.
So in theory, it could be quite small this orb, and i wondre whether they would actually need a whole 8 buttons. Just seems like if it is really intuitive, it should only need a couple.
But the idea of having it be able to do forcefeedback (REAL forcefeedback) and give you stimulus is pertty cool.
http://www.popsci.com/popsci/generaltech/article/0,20967,710982,00.html
This is the follow up to the Segway, way more cool. ALmost actually worth buying maybe
MiThRaZoR
03-07-2005, 17:42
I don't think this is what Nintendo has planned for the Revolution, but thought of it when thinking about the quote: "Touching is good, feeling is better."
In a total revamp of the classical controller, one could make a sphere, or orb if you will, which you hold with both hands. There are two joysticks, one for each thumb, and eight buttons - two sets of four for your fingers. It would be able to incorporate those gyroscopes people are talking about, and would be large enough to include enough interal gadgetry to create a variety of stimuli. I guess the size would have to be adjustable for different sized hands, and of course wireless (wires'd get in the way as you tip the orb L, R, Up, Down).
Does anyone think this feasable? Practical? Neat?
Anyway, back on topic since we had an uneducated person in here. I think that's a great idea. It's like gypsy or like your actually in the game.. :wink:
I think it's a neat idea.
zachfishman
03-07-2005, 17:49
Yes, when I think more having eight buttons would be a little excessive. Maybe three for each. We'd then have 2 joysticks, A,B,X,Y,L, and R. Who has 100% independent dexterity of their pinky finger anyways?
gypsy? sorry i don't follow.
I do think that multiple size orbs wouldn't be in their best interst though. It costs alot to produce various size things and i don't know if Nintendo has the pill or the willingness to make a whole mess of different size controllers, knowing that several sizes aren't even going to be purchased. I mean they KNOW going into that situation that at least one size will NOT be employed almost at all.
To be honest, I like the design of the GameCube contoller. For Revolution, maybe they should just use the GameCube controller(like Sony did with their systems)and maybe alter it a slight bit. But the orb idea sounds great.
PS3Land Interviews Creators of PS3 Game Alliance: The Silent War
By: Justin Pinter
Alliance: The Silent War, probably a title most of you gamers are unaware of due to the hype behind the Playstation 3's launch and all its launch games. Thats why here at PS3Land we interviewed Asi Lang, CEO of Windward Mark Interactive, to bring you an inside scoop on this incredible next gen title.
Prepare yourselves for an epic story that will bring new life to gaming and more in particular the First Person Shooter genre. The interview shall discuss why Alliance: The Silent War should be something on every gamers mind for next year and what to expect in the future.
And now on with the interview.
All videos and screenshots can be viewed at the bottom of the page.
The Company and Game
PS3Land: How long has Windward Mark Interactive been around?
We founded WMI in 2003, basically out of our dorm rooms.
PS3Land: About how many staffers would you say Windward Mark has working on
Alliance: The Silent War?
We're 8 people full time (myself included), and use a wide array of off-site
contractors for everything from weapon design to mocap.
PS3Land: Will Alliance be Windward Mark's first project?
In the video game industry, yes.
PS3Land: How many years have Alliance: The Silent War been in production?
About 2.
PS3Land: I read that you guys built the Alliance Engine (based on WindLight)
from the ground up; can you tell us a little about the game's engine?
We essentially surveyed a lot of the commercial technology out there and
decided that by the time we'd be done modifying existing products to do what
we wanted, we would have made our own engine! So we decided to cut to the
chase and just do that. Our two big focuses are graphics and AI. For
graphics, one of the key aspects of Alliance is day-time lighting. You'll
be traveling through a lot of rich historical settings, and we wanted to
capture the urban environments, such as Havana and 1920s Berlin, in
beautiful, natural light. A lot of engines out there are what I call "dark
engines" at their core, and are boosted up to look like daytime for brighter
games. We instead chose to write Alliance's visual system from the very
beginning to handle the physics of daytime light, accurately handling the
contributions of various elements such as the sun, sky, and clouds on every
object in the scene.
On the AI front, we're doing a lot of dynamic re-thinking systems that will
allow enemies and NPCs to actively adapt to their environments. With such
lived-in environments, we want the player to feel as though he or she really
is fighting alongside Castro and his revolutionaries, and we'll be needing a
lot more than just run-and-gun AI to faithfully convey that.
PS3Land: What is the planned release date for Alliance?
At this time, we're shooting for the Holiday 07/Q1 08 timeframe.
The Game Itself:
PS3Land: What is the basic storyline behind Alliance: The Silent War?
Ahh, one of my favorite parts of the game! The story in Alliance is
something truly unique, and a lot heavier than what players are used to in
most shooters. Alliance is very much a political FPS, laden with intrigue,
subterfuge, and rich historical settings. You play through over ninety
years of the 20th century, using a massive arsenal of over 200 infantry
weapons. It all begins on the Russian front in WWI, and slowly, over time,
you're let in on a vast chess game being played out around the globe between
two organizations- with governments, prime ministers, and whole countries as
their pawns. Through several generations, you end up rising in power in one
of these groups, and are let in more and more on the inner workings of this
enormous geo-political duel. Along the way, you end up causing and
influencing some of the 20th century's most pivotal moments- from the
assassination of the Russian Royal family, to the Bay of Pigs Invasion, and
through the establishment (and subsequent toppling!) of various communist
regimes around the globe. All of these seemingly disconnected events all
evolve as fallout from the much larger War at hand, and you end up playing a
role in everything.
PS3Land: What places/countries will you visit in the game?
The Eastern Front in WWI, 1920s Berlin during the Communist uprisings, all
throughout Europe in WWII, 1950s revolutionary Cuba, Egypt during the Yom
Kippur War in 1973, and other various locales in modern times I can't
discuss!
PS3Land: I read in your forums that you plan on having hi-res textures and your
assets carry high poly counts. Can you give us some examples of the
polygon counts for lets say weapons and character models?
At present we're hovering at around 3K polys for characters and first-person
weapon models. We're all very avid shooters in real life (just check out
our forums at www.alliancethegame.com/community/ (http://www.alliancethegame.com/community/) to see what I mean), and
we're pouring our hearts and souls into the 200+ weapons in the game.
PS3Land: How much of a part will physics play in Alliance: the Silent War?
(objects, ragdoll, environment, ect.)
Dynamic objects, physics-influenced animations and death-sequences, and a
degree of breakable scene elements are all in the works, not to mention
accurate bullet ballistics.
PS3Land: I saw in a game play demo you had bullets kicking up sand and ricochet
off of walls, will you include level destructibility in there as well?
Too early to say, but something will be in there, without a doubt.
PS3Land: In multiplayer, how many players do you plan to have online?
Though it's still very much in development, we're planning up to 64.
PS3Land: How many game modes do you play to incorporate within the Alliance:
The Silent War? (single-player, multiplayer)
There will obviously be a large single player component, but one of the most
exciting features in Alliance is the multiplayer aspect. We set out to
create Alliance because we wanted a game that would really let you use every
piece of military hardware from the 20th century. So, using the WarStudio
system, you'll have the ability to pit anything against anything- one side,
for example, could have only Central European bullpup rifles from 1970 to
the present, and sidearms from the Americas produced from 1920-1945, while
the other side could have only bolt action rifles made between the World
Wars and British-made hand grenades. It's going to be a military- and
history-enthusiast's dream come true.
PS3Land: How many weapons, vehicles, and items do you plan to have in the game?
(Or just tell us about WarStudio)
The WarStudio is one of the most unique features in Alliance. It's a
database system that will allow players to query a vast array of over 200
real-world infantry weapons from over a century of firearms development. In
single player, you'll be starting with wooden bolt action rifles, some of
which were produced before 1900, and then slowly make your way through the
entire 20th century's development in firearms technology. What's more,
these aren't just 200 skins- every weapon is being painstakingly modeled for
accurate ballistics, cyclic rates, sighting mechanisms, and so on. And yes,
gravity *will* play a part in your firing. We've hand tested most of the
guns on our list, and are confident that the WarStudio will finally give
mil-sim players what they've been asking for. We're also including the
ability to shift the level of realism so that more arcade-style players can
benefit from the enormous arsenal without worrying about the technical
intricacies of the weapons, and just jump in and gun it.
PS3Land: I read there will be a map editor in the game for users to play with,
how will this be incorporated in the game, and could you give us an
example of what can be accomplished with the map editor?
Sorry, can't divulge too much about that just yet!
PS3Land: Will there be accurate body damage and reactions to damages in aim and
such? (Also, will there be gore, for example blowing off enemies limbs?)
We're play testing localized damage right now. Our motto is "real until it
ain't fun no more!" We want to include the absolute maximum reality in the
game, up until a feature is deemed to detract from the fun of the darn
thing! Anything that's based on reality and adds to gameplay is going to
make it in there. Gun jamming, for example, won't likely make the cut
because in real life it's frustrating, and, more importantly, highly
unpredictable and largely outside of your control. Regarding gore, this is
not going to be Splatter House. Again, the emphasis will be on realism.
That's not to say you won't get an enormously gratifying sense from getting
a headshot, but we're of the belief that a fine pink-gray mist can sometimes
warm the cockles more than a watermelon explosion. Unless, of course, it's
executed with a .50 BMG :)
PS3Land: Will Alliance include alternate fire for some weapons and melee combat?
Alternate fire is only the tip of the iceberg for what you're going to be
able to do with the weapons, yes. Melee combat is planned for inclusion as
well.
PS3Land: If there is anything else you would like to add or perhaps a question
I forgot to ask that would give insight into something you know our
readers would like to know, please feel free to jot it down.
Just that Alliance, on so many levels, will wow gamers. The story is richer
than most films. You're not just playing through the same tired campaigns
of WWII or fighting hordes of space aliens again and again. Alliance is
much, much darker. You're overthrowing governments, shifting power bases,
and manipulating whole countries- all to achieve your organization's ends.
And what's great is that you'll be carrying out the headlines that actually
happened in history, causing the events that shaped the current global
landscape but for reasons you'd never imagine. And the WarStudio- the
ability to actually use the weapons of all those different time periods and
countries against one another -will provide a radical new shooter experience
for gamers. We're beyond excited to be developing Alliance, and we look
forward to giving you guys one hell of a product. We'd also really like to
encourage your readers to find out more on our website, and contribute on
our forums, at www.alliancethegame.com (http://www.alliancethegame.com) and
www.alliancethegame.com/community/ (http://www.alliancethegame.com/community/)
We here at PS3Land.com would like to thank Asi Lang for particpating in the interview and wish the best of luck on Windward Mark's future developments on both Alliance: The Silent War and other titles.
All of the videos are in both Windows Media player format and quicktime. There is also HD and low quality videos available. All the images are on the server as well under "alliance_thesilentwar"
I came across this:
http://boardsus.playstation.com/playsta ... ing&page=1 (http://boardsus.playstation.com/playstation/board/message?board.id=ps3&thread.id=660310&view=by_date_ascending&page=1)