Finally... > Creative Projects
Community-driven roguelike development project underway. Want to design a game?
Dariush:
--- Quote from: Tuplis on June 11, 2012, 11:04:38 pm ---Master of Science
--- End quote ---
Damn, that sounds awesome. I'm interested up to my ears and a little on top. Count me in.
Also, I completely support Girl's idea that this forum is the best place stray winds could have carried you to. The chance of 'noise' is almost nil. Well, unless you count PTWs and 'Keep up the good work!'s.
Thief^:
I'll definitely be watching.
Tuplis:
--- Quote from: Dariush on June 12, 2012, 04:22:57 am ---Also, I completely support Girl's idea that this forum is the best place stray winds could have carried you to. The chance of 'noise' is almost nil. Well, unless you count PTWs and 'Keep up the good work!'s.
--- End quote ---
I still have my concerns on this type of planning/feedback which are rooted on my idea of the design process we are (or rather, were?) going to use. With that in mind, having "several gentlemen sitting about the fire puffing corncob pipes and drolling on about details and balances" as Girlinhat puts it, might not be an efficient approach to what I'm trying to accomplish.
What I need exactly is a bunch of players (I'm included in that bunch) that can provide me with a backlog of small-medium tasks such as "include a 'swoosh' every time the player swings his weapon" and "implement ranged weapons" along with some sort of a numerical score indicating the value of the feature to the end-user. The backlog can, in theory, be infinitely large as long as there's a consensus that a given feature is a desirable one (for example, if someone suggests magic spells in a zombie roguelike, we might not reach a consensus). When that feature is implemented is determined by calculating its priority value by dividing the value number by my estimation of effort in implementing it. Thus our collaboration serves towards rapidly developing a game with the most valuable features. The question is, can the proposed model of sitting around a fire achieve that goal? What do you think?
I don't want to appear difficult by setting up these restrictions but my agile self-organizing approach to the process of making this game is, for me, at least half the fun.
Springare:
So, if i understand you correctly you want something like
"Add a pistol, it should make 5-7 dmg with a hit ratio of 75% and a break ratio of 5% each shot"
instead of
"A suggestion would be that ranged weapons could break, and maybe inflict some player-dmg because of the little explosion the bullet makes in the pistol"?
Tuplis:
--- Quote from: Springare on June 12, 2012, 05:14:54 am ---So, if i understand you correctly you want something like
"Add a pistol, it should make 5-7 dmg with a hit ratio of 75% and a break ratio of 5% each shot"
instead of
"A suggestion would be that ranged weapons could break, and maybe inflict some player-dmg because of the little explosion the bullet makes in the pistol"?
--- End quote ---
Either one is fine. Those are balance issues that need a feedback loop regardless. What I want is stuff like:
-"We want you to add ranged weapons. We feel their value to the game would be 9 out of a maximum of 10 points"
-"We want you to add attack sounds. Their value is 6/10 points."
Then I figure how much effort it takes to add either. Guns would take 2 hours (priority = 9/2=4,5), sounds 1 hours (priority=6). So I decide to implement the sounds first, then weapons. In an ideal case, the backlog is so long that some of the features will be postponed until quite far, maybe 30+ days into the future.
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