1

(1 replies, posted in Games Discussion)

- don't know if you've played it but I just had to go through it a second time for one reason only: a few levels are the spitting image of Seed - only better due to the development in the graphics engines. You've got huuuuge machine halls and BFM shit all over - and then these little maintenance paths and scaffolding. It's awesome.
I'll try and post a few of the screen grabs later...

2

(5 replies, posted in Floatbed Dreams)

I know that you guys know. (but did you know that I  knew that you know)? wink

Actually - feel free to post it for me on the other forum. I'm not a member and have no reason to, except it would probably be nice for the community to get some clarification from a dev. I reckon it doesnt happen too often.

Cheers

3

(5 replies, posted in Floatbed Dreams)

I just read the thread through (the SEED comments).
Pity so few people actually know anything about the process of game developing - and especially something as complex as a MMORPG. It's even worse that most of the talks about SEED is based on pure hear-say, and not actual facts.

Facts are, that the team was VERY dedicated. And that both minor and major storylines were planned - way ahead of what you actually got to see. A few of you might remember the SteamBaths. And that was just the next thing in the pipeline. More playerdriven events in the line of "Esme's Tree", the "Hacked Chimbot" and the opening of SteamBaths, as well as major events ,were on the drawing board.

The team was not incompetent and we were certainly aware of the lag and bugs, but the investores insisted, despite our pleas, to launch prematurely. It didn't matter how much we stressed the fact, that it would be devastating to the project. Noone want's to pay for buggy entertainment, yet alone have to deal with it. Where's the entertainment in that?

At the time of launch, SEED had been in developing for 2½ years or so - the first 1-1½ year with a sceleton crew, primarily trying to get proof-of-concept going, in order to get the proper financing for the rest of us who was on the team for the last year+.
Most of the graphics assets were redesigned and rebuild from scratch at the time when RGD expanded the crew.
No doubt we would have required at least another year with the 20-or-so people we were on the team at the end, just to get our current game base and content straightened out. But that was not up to us to decide, unfortunately.

In time SEED would have had all the player driven stories and events you wanted it to have, as well as some major plots like contact to the lower cluster, the attempt to repair TAU, and surface expeditions. It would have had a fine-tuned repair/crafting setup and the political plots and schemes as the "combat system".
SEED would never let you play the same quest twice, and the game would evolve constantly - even when some players are logged off, others would play and possiby uncover new stories and events - same as it happens when you yourself sleep - and thus creating a much more dynamic story and game.
- and who knows what else. This was the essential idea with SEED - real RP'ing with a high level of player influence of SEED's further development.

It's fair to say, that at least 70-80% of the team, were (and still are) hardcore RPG'ers - many of them well-known on the danish RPG scene, both as players and some of them also as writers. This team bled for the dream of a MMORPG which was more true to ACTUAL roleplaying, rather than just the cookie-cutter, hack'n'slash games of current days.

*edit* This is not me bitching and whining. Just trying to set a few things straight wink

Cheers

The count is due for release soon by the way. Apparently he has been rehabilitated.
- I'd still post lookouts at the churches though wink

Cheers

5

(59 replies, posted in Floatbed Dreams)

Thanks for the clarification, Kroll. It is as I suspected, although not completely hopeless smile

Cheers

6

(10 replies, posted in Floatbed Dreams)

Zammy : There's no news. It's probably still the same, but as I wrote in the other thread, I have mailed Kroll to enlighten us. He is in England, so we'll have to wait a bit.

Cheers

7

(59 replies, posted in Floatbed Dreams)

Well - I still have a lot of "interactive" seed content online. You can't play it, but you can get stuck in a Radlock, and see SteamBaths without the steam effects...

http://polygonpoop.dk/2007/05/seed-inte … ntent.html

Might hold some interest to the newcomers wink

Cheers

8

(59 replies, posted in Floatbed Dreams)

I've sent Kroll an email, with a link to this thread. He's in England et the time being, so we might not get an answer anytime soon. But I'll let you know, if he does not himself.

I'll get back to you when I'm not at work wink

Cheers

9

(59 replies, posted in Floatbed Dreams)

Actually you can have rights over design, colours, and much more. Just try and make a game with a character that looks like Mickey mouse and watch as the shit hits the fan wink

And no - you cannot duplicate the designs - you can't use the tools, suits, items, levels or parts of the levels etc.

Sorry to bust your bubble - like I said, I'd really love to see this get revitalized, but at the same time you have to keep it legal. Or it has no point in my opinion.

Cheers

10

(59 replies, posted in Floatbed Dreams)

Zammy : I agree - It is unsellable (without the team behind it). And yes it should be put open source. But there's a bunch of investors who lost a lot of money on this, and as such they'd rather try selling the Intellectual Property rather than just make it available to everyone.

Unfortunately this also means that you can't build anything (legally) in the same universe or with the same source material.

I'd LOVE to see it rise from the ashes, and I'd even chip in some work - but only if it is done 100% legally.

*edit* Oh, and I was on the RGD team - doing graphics - so yes, the community does have contact to the developers wink

Cheers

11

(59 replies, posted in Floatbed Dreams)

The code is not open. It's probably still up for grabs for the highest bidder. You'll have to ask Kroll about that though. But it's probably not gonna come cheap, and the team is scattered so it's not really worth it.
However I can tell you that we used Qube 1.1.2 as main engine, Ice or Glacier for the whole network part, and probably C++ and some SQL or dotnet stuff for the remaining code and database.

Qube and Ice/Glacier is/was freeware.

If you have any other questions, feel free to ask, and I'll try to answer them the best I can smile

Cheers

12

(8 replies, posted in Floatbed Dreams)

As said, Valerian was a big influence/inspiration. But we did have to craft something different, for the different universe that Seed was. I think the style took a form of it's own after the new graphics department was established, and probably about a year after, when we had most of our routines straight, and we started to settle into something that we felt was right for the universe, and for the stories.

I haven't seen Jump Leads before, but I can see the similarities. Has a bit of the crazyness that Kristian had in his character designs. I'm not sure if there was any connection - you'd have to hear from Jan (art director) or Kristian (character design/animator). For me and the other guys in the graphics dep. I think we got inspiration from many places. Could even be something from the industrial harbour front where we had our offices. Could be from a big crane or something. It's amazing what you can use, if you take it out of context and place it in another wink

Cheers

13

(8 replies, posted in Floatbed Dreams)

Valerian and Laureline was the main inspiration, yes. But obviously other things too. I personally think the Radlock has a few similarities with the "meat grinder" in the (excellent) movie "Event Horizon".

It wasn't based on the graphics novels as such. There are no actual ties to the story, or the characters. It was merely inspiration. Obviously the Seed graphics were Seed graphics, and not Valerian and Laureline graphics - it's a totally different universe.

Furthermore, it would be downright stupid to try and translate the style, universe and characters of said graphic novels, because it would most likely not translate well into realtime 3D. So the Seed graphics became pretty much the essense of what was the theme in the tower : You make do with whatever you have, and make the best of it wink

- hope that clears it up a little.

Cheers

14

(10 replies, posted in Steambaths)

Happy new year. Came out on the other side safe, and with all fingers still attached to the hands. All 17 of them...

Cheers

15

(54 replies, posted in Steambaths)

Her real name is Jeannie Mortensen. She's been a Hollywood reporter for 10 years or so. Don't know about her doings, but she IS on imdb.
Princesse Miamaja became a brothel owner? Man, we should've included that in the adventure game based on the show we did at Pixeleers in 98 big_smile

Cheers

16

(54 replies, posted in Steambaths)

Darkhawk : I'll never forget Crash - especially the girl Iris. She was every little insecure teenage boys wet dream at the time.

Can't find an old pic, but here's a more recent one of her :
http://blog.tv2.dk/usericon/jmortensen/d0a7548e6295bdea970177122a8e8990/125-full.jpg

Cheers

17

(54 replies, posted in Steambaths)

Oh yeah! Wikke-Rasmussen (the responsible party behind Voldsom Volvo - and the entire Tonny Toupé, Sonny Soufflé and Ronny Rosé shows) we're a big part of my growing up. For some reason tv for young people was much more innovative and creative back then (yes, the ice creams were also bigger....honestly). Now if DR would only revive Poul og Nulle i Omvendslev (as well as their famous Christmas show), Gunnar Ville (Magiske Mads, Skrumpen and Familien Fab), Dr. Femmer and show "The killings on outpost Zeta", that I may get a chance to record it - maybe then I'll feel that the tv-license is actually worth paying.

Cheers

18

(7 replies, posted in Games Discussion)

Portal was great fun. Very innovative. Can't wait for more user maps to emerge.
Think I'm gonna try installing Team Fortress during my 16 day christmas vacation smile
I'm still a bit disappointed about HL2. I can't help feeling that there's way to much non-interactive storytelling stuff, and beinge-led-by-the-nose gameplay. I like games where you're able to stray. Where you have less limited moveability, and perhaps even 2-3 ways to solve a task or mission.
It's a damned fine story, but there's just too much strictly scripted stuff.

Cheers

19

(9 replies, posted in Steambaths)

Wheri : Didn't you get the pot of gold and the hot babes?
No - sorry, there's no bonus other than you being able to brag about finding them all. I would've liked that though, but as it is you just save christmas if you return with the majority of the presents in the trunk. Then never mind those 10 kids that won't get a present - they probably weren't nice kids after all wink

- good to see you're still fooling around with it.

Cheers

20

(9 replies, posted in Steambaths)

Oluf : Yeah - a timer like in the one i did last year would've been cool. I like last years better, mainly because it's more "gamey" and there's more action - plus it pushed the boundaries for the TurnTool technology way more.

This year they wanted something more cozy and laid-back. There's enough stress moments in december, yeah? Don't need a nasty timer ticking over your head wink

Tip : If you tap the spacebar, you won't run out of booster, and can climb pretty high.

Cheers

21

(9 replies, posted in Steambaths)

... from me and TurnTool.

http://www.turntool.com/tnt/xmas2007/

- again this year, I've been in charge of the annual TurnTool christmas card. And I think you scifi lovers will appreciate it wink

So take it for a spin, and have a merry christmas everyone.

Cheers

22

(6 replies, posted in Sava's Garden)

Well happy happy happy, joy joy joy then wink

Cheers

23

(20 replies, posted in Data Fragments)

I still haven't gotten hold of a fresh copy of the DVD. I will - eventually. Right now I'm in the middle of regular work busyness, freelance work, recent breakup with the GF, selling the appartment, and buyng a new - and obviously the moving part too.
So things are a bit dicy around here. I still plan on releasing more content. I also plan on releasing more TurnTool'ed Seed content.

- and I although I don't post much, I still follow the forum daily wink

Cheers

24

(54 replies, posted in Steambaths)

A bit of shameless self promotion : http://www.vomic.hatetank.dk/

- used to be vomic.com, but I don't do that many anymore, and I have too many weird domains these days...

Cheers

Once again - more SEED interactive content. This tibe a previously unseen HUB-variation I did, while I was also working on the HUB version with Esme's tree :

http://polygonpoop.dk/2007/08/more-seed … ntent.html

- and of course also in the bottom of the existing thread with the rest of the interactive content : http://polygonpoop.dk/2007/05/seed-inte … ntent.html

I'm going on vacation tomorrow, but I'll try to get the rest of the hub variations online. Ideally, I'd link them together so you can go explore them all like a mini-location...

Cheers