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The Next Step in Advertising

Posted: Fri Sep 11, 2009 8:50 am
by hppav
As of now I'm going to start building up small sections of Wholey Hell to near-beta conditions (with near full foliage and most models in place). This will result in some discrepancies between the final product and what is seen in the pre-alpha screens but these will be minimal at best. These images will also serve as placeholder "security camera" images for the alpha version.

This is to generate more hype for the project than is capable by merely showing images of models working in the engine.

Re: The Next Step in Advertising

Posted: Fri Sep 11, 2009 2:14 pm
by Draconisaurus
Lol, well yeah, just be sure not to make the JPDS/STALKER/Stragate-Worlds mistake by advertising your project too early.. Realistically, you don't know when it will truly be finished.. and I'm willing to bet, like ED, your final "bug fix" phase will take at least 3 weeks for each level.

Re: The Next Step in Advertising

Posted: Fri Sep 11, 2009 4:30 pm
by hppav
I'm fixing most bugs as I go. I really haven't made too many mistakes. The only things that need fixing in this level right now is the main screen in the Control Room (needs to have mipmaps set to false) and the Gates (The actual gates have the pivot placed incorrectly and I forgot to add "GeometryType = 1" to the instance boxes for the arch). Wholey Hell is amazingly stable at this phase, even with the huge Visitor Center in the middle of it.

The amount of foliage I plan to add will be just a bit more than what is in Vanilla Trespasser, but not nearly as much as ED. And since I'm building up individual locations, I can place a proper amount of foliage based on that particular location, go into Trespasser to check stability and look for any slow downs, then go into TresEd and (if there is a slowdown) reduce the amount of foliage in that area while trying to maintain the look that previous locations I had added foliage too, particularly immediately besides the roads. And a slight variation in foliage thickness will add some realism to the foliage as a whole.

There will only be one location per week or so (at first) that will get this treatment. I think the first one will be Hammond's Bungalow (Hammond's Lodge in the computer system) once I get it finished and get it in game. I'll have a distance shot showing the building on top of a small cliff near a waterfall. Then on the bottom of left corner of the picture I'll put something like:

HAMMOND LODGE
Sector 1 Cam 16A

The closer I get to release (particularly while we are Beta Testing) I will begin ramping up with not only screen shots but various story pieces (Possibly released through an ARG. I've got an idea for a conspiracy theorist type website where the person is trying to prove that Jurassic Park is real and the US Government is doing all sorts of tests on the dinosaurs and reverse engineering alien tech on the island and such, referencing the US Government subplot. Complete with a "Whistle Blower" that releases various documents)

Re: The Next Step in Advertising

Posted: Fri Sep 11, 2009 8:35 pm
by Draconisaurus
Hmmmm.. Well good luck. And I like the new sig, btw, the other was cool but getting old. :yum:

Re: The Next Step in Advertising

Posted: Fri Sep 11, 2009 9:40 pm
by hppav
Thanks. I'll be changing it occasionally throughout the project's length. Whenever I get to making a JPO website, I'll link to it through the image.

Re: The Next Step in Advertising

Posted: Sun Sep 13, 2009 3:02 am
by TheRaptorKiller
hppav wrote:Thanks. I'll be changing it occasionally throughout the project's length. Whenever I get to making a JPO website, I'll link to it through the image.
HEY DUDE WHERE IS MY NEW SIG!!! :yum: No I'm just kidding.
I like the idea of "teasing the crowd" so that they want more even though many people are already interested in this but they haven't seen any screens lately.

Re: The Next Step in Advertising

Posted: Tue Sep 15, 2009 3:11 pm
by hppav
Yeah, the update drought is completely intentional :P