Finally... > Creative Projects
Community-driven roguelike development project underway. Want to design a game?
eerr:
It doesn't have to move to creative projects- if you don't want it to.
The fit is slightly better, but works just fine here.
Also, girlinhat is quite sharp.
Tuplis:
--- Quote from: quinnr on June 12, 2012, 12:18:37 am ---At the very top or very bottom of the thread there should be a Move Thread button that the creator can use.
--- End quote ---
Thank you, sir.
Girlinhat:
Hmm, I wouldn't care if it stayed here. We have things like Ultima Ratio Regum here (or however it's spelled) and that's basically in-development talk and all. So whatever, I know I'll be more likely to see this thread in Other Games since I don't check Creative Projects often.
"Crowdsourcing" to me has always been a metaphor for "Lazy". Or in the more eloquent words of xckd - http://xkcd.com/1060/
Although you needn't do that at all. I dunno how other communities work, but 'round these here parts if you post anything, you're immediately struck with "This is cool/lame" and "You could make it more cool/less lame by doing this." Opinions flow like water and the simple knowledge of something existing is enough for us to respond to the unasked questioned and offer our knowledge, or lack thereof.
In short - post what you've got, and keep the OP updated with a link to the most recent version, and everything will follow exactly how you want. The community at large will post this thread with endless suggestions and discussions. We're like, I dunno, some sort of accidental ultimate beta test think tank or something. You'll rarely get a post like "knives are OP" but instead you'll get posts like "you should rebalance knives by lowering their accuracy" or something. Being a community built around a brutal, low-graphic, strategy-focused roguelike of legendary proportions, we have a pretty keen userbase and generally lack the trolls, Minecraft fans, and simple shouters like you see everywhere else.
So just post what you've got and let's see what happens. I'd also suggest going open source. You'll be surprised how many people are fantastic bug catchers or optimizers, or can do things that you might have trouble with. For reference on this, check Cataclysm. It's open source, and there's a few members who pluck out some damned tricky bugs and others who mod in huge features. Whales (the Cataclysm owner) picks and chooses what he wants to merge into the official release, and it works very well.
Tuplis:
--- Quote from: Girlinhat on June 12, 2012, 12:34:51 am ---"Crowdsourcing" to me has always been a metaphor for "Lazy". Or in the more eloquent words of xckd - http://xkcd.com/1060/
--- End quote ---
Perhaps crowdsourcing is the wrong term. My intent is simply to ensure that the product of my work is at all times optimized in terms of end-user value and to that end I'll employ a bunch of end-users to guide my short-term development goals. Long-term goals are more or less emergent because I want to avoid the feature creep effect.
Also, I think I'll post the game later today when I get home from work (8-9 hrs from now) so you'll get to try what little there is to try. The reason I'd like people to "register" is so we can take the development discussion elsewhere. While I do welcome anyone who wants to contribute, I feel like even that nominal amount of commitment is sufficient to cancel the noise that we'll be sure to face in a public forum such as this.
Girlinhat:
As I said before, this isn't your average community. "Public noise" is rather melodious. But really, check around these forums a bit. The ban list isn't updated for months at a time, the fact that we have a ban list says a lot, and about 90% of posts are thoughtful and constructive, if the topic needs constructing. Failed topics get derailed very quickly, but that's expected. If there's anything meaningful to discuss, you very quickly end up with several gentlemen sitting about the fire puffing corncob pipes and drolling on about details and balances. This is really one of the best possible environments in which to develop a game. Constructive posts, love of complexity, no shortage of imagination, and we only complain when things are too easy, and are happiest when the game is just barely unwinable.
Just trust me on this. You were pointed here by someone else who said we're a good lot. You're not familiar with our wistful ways quite yet. Post what you've got openly, and it will turn out well. Namely because 1: You'll get a lot of discussion going, and 2: People who register to your other-area will lose focus quickly and wander off. Notoriously short attention spans. You might have one person participate for 1-3 weeks and then go On Break. In another environment that'd mean less participation. On the main forums here, that means that they'll be replaced by someone else and shifts will change naturally. And the strong will prevail to carry on their genetics to the next generation. The circle of life will continue as per the natural order. Or something.
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