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Too much?

Started by Guggle, March 27, 2008, 04:12:17 AM

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Guggle

I understand that the original purpose of PS was to sort of clone SCCT, just improving bugs, gameplay, and graphics. With all these new ideas, the initial purpose is kind of fading. If you apply all those ideas PS will be nothing like SCCT  :-[

Zedblade

Quote from: Guggle on March 27, 2008, 04:12:17 AM
I understand that the original purpose of PS was to sort of clone SCCT, just improving bugs, gameplay, and graphics. With all these new ideas, the initial purpose is kind of fading. If you apply all those ideas PS will be nothing like SCCT  :-[

Just because some wacko starts making threads about electric gloves and missiles that shoot out of the Merc's penis, doesn't mean they will be put in the game. Except the penis missile. That's so going in.

goodkebab

hence the devolopment of any game cannot be transparent.   The fanbase is great for new ideas because it is without restraint.  The actual devolopment and integration requires a small group of people that have experience in game development.

It cannot be a democratic process and the public forums do not actually represent what will be integrated in PS.

LennardF1989

Quote from: Zedblade on March 27, 2008, 04:25:52 AM
Except the penis missile. That's so going in.
hahahahahahahaha xD xD xD xD rofl lmao
It's almost on par with the "internal mood" post xD

Quote from: goodkebab on March 27, 2008, 10:36:24 AM
hence the devolopment of any game cannot be transparent.   The fanbase is great for new ideas because it is without restraint.  The actual devolopment and integration requires a small group of people that have experience in game development.

It cannot be a democratic process and the public forums do not actually represent what will be integrated in PS.
That's what I tell most of the guys that keep asking me about the original idea fading away. SOme stuff will be discussed, but some stuff wil be just put in if we feel good around it. IMO, I think it's better, since we can put in new stuff and let you guys experience it first instead of making bad assumptions of it.

Farley4Fan

But then again, there's always that part between thinking and putting something in.  That part is testing.  Something could turn out to be awesome even if we all agree that it wouldn't work.  No one knows.  I'll admit some of my ideas weren't as well thought out as they could have been, at least some of them lol.  I think a lot of things deserve a few rounds of playtesting, but that would delay the development process even further.  The good side would be discovering something that actually works and adds to gameplay, you can't do that without testing new ideas.

I <3 U

Quote from: Papa Skull on March 27, 2008, 09:58:56 PM
But then again, there's always that part between thinking and putting something in.  That part is testing.  Something could turn out to be awesome even if we all agree that it wouldn't work.  No one knows.  I'll admit some of my ideas weren't as well thought out as they could have been, at least some of them lol.  I think a lot of things deserve a few rounds of playtesting, but that would delay the development process even further.  The good side would be discovering something that actually works and adds to gameplay, you can't do that without testing new ideas.

Like the grapple hook FTW!

AgentX_003

Quote from: Papa Skull on March 27, 2008, 09:58:56 PM
But then again, there's always that part between thinking and putting something in.  That part is testing.  Something could turn out to be awesome even if we all agree that it wouldn't work.  No one knows.  I'll admit some of my ideas weren't as well thought out as they could have been, at least some of them lol.  I think a lot of things deserve a few rounds of playtesting, but that would delay the development process even further.  The good side would be discovering something that actually works and adds to gameplay, you can't do that without testing new ideas.

wow you people just come to this realization  now after i've posted 3 or 4 times about that balance is important .. :/ 


-Thanks Murdy for da Sig <3  xD

Gawain

Quote from: goodkebab on March 27, 2008, 10:36:24 AM
hence the devolopment of any game cannot be transparent.
yes it can. it's NOT that if the devs reveal all their work and thoughts and the community discusses them, the devs have to listen to all the feedback. i can't see any real negative aspect of an open development process...

frvge

We listen.
However, first things first: getting animations in and basics of the core gameplay.
Most ideas are nice for the long run. They will be discussed when we're at that stage.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Farley4Fan

Quote from: AgentX_003 on March 27, 2008, 10:09:57 PM
Quote from: Papa Skull on March 27, 2008, 09:58:56 PM
But then again, there's always that part between thinking and putting something in.  That part is testing.  Something could turn out to be awesome even if we all agree that it wouldn't work.  No one knows.  I'll admit some of my ideas weren't as well thought out as they could have been, at least some of them lol.  I think a lot of things deserve a few rounds of playtesting, but that would delay the development process even further.  The good side would be discovering something that actually works and adds to gameplay, you can't do that without testing new ideas.

wow you people just come to this realization  now after i've posted 3 or 4 times about that balance is important .. :/ 

you make no sense.  My post didn't even mention balance.  I figured it would be obvious because why add something that isn't balanced?  Just because you post something doesn't mean people automatically have to come to this amazing conclusion instantly, hahaha  :D...

AgentX_003

Quote from: Papa Skull on March 29, 2008, 04:20:02 AM
Quote from: AgentX_003 on March 27, 2008, 10:09:57 PM
Quote from: Papa Skull on March 27, 2008, 09:58:56 PM
But then again, there's always that part between thinking and putting something in.  That part is testing.  Something could turn out to be awesome even if we all agree that it wouldn't work.  No one knows.  I'll admit some of my ideas weren't as well thought out as they could have been, at least some of them lol.  I think a lot of things deserve a few rounds of playtesting, but that would delay the development process even further.  The good side would be discovering something that actually works and adds to gameplay, you can't do that without testing new ideas.

wow you people just come to this realization  now after i've posted 3 or 4 times about that balance is important .. :/ 

you make no sense.  My post didn't even mention balance.  I figured it would be obvious because why add something that isn't balanced?  Just because you post something doesn't mean people automatically have to come to this amazing conclusion instantly, hahaha  :D...

shhh beanbag =/ and how does that not make any sense , it makes perfect sense ... everyone is just realizing now that they do not think of balance after ive made it very Crucial into telling people that factor but still you stick your head in the sand like an ostrich =/.


-Thanks Murdy for da Sig <3  xD

Westfall

Quote from: AgentX_003 on March 27, 2008, 10:09:57 PM
Quote from: Papa Skull on March 27, 2008, 09:58:56 PM
But then again, there's always that part between thinking and putting something in.  That part is testing.  Something could turn out to be awesome even if we all agree that it wouldn't work.  No one knows.  I'll admit some of my ideas weren't as well thought out as they could have been, at least some of them lol.  I think a lot of things deserve a few rounds of playtesting, but that would delay the development process even further.  The good side would be discovering something that actually works and adds to gameplay, you can't do that without testing new ideas.

wow you people just come to this realization  now after i've posted 3 or 4 times about that balance is important .. :/ 

I'm sure any person with 46 chromosomes can tell that balance is important. You posting that it was important doesn't come close to the amount of times anyone or I have even spoke the word balance. We knew this nublet ;)

Farley4Fan

Yeah thanks Cpt. Obvious. 

GUYZZZZZZZ GUYS OMG GUYS LISTEN!!  WE NEED TO HAVE IT WHERE THERE ARE LIEK SPIES ON ON3 TEAM AND MERCS ON THE UDDER TEEAM!!!1

Ion.67


goodkebab

#14
I think you guys misunderstand the meaning of game design.

false: implement a new idea,  try it out,  and if it doesnt work, toss it and try a new one.
reason:  waste of human resources,  work should not be lossed, otherwise motivation and moral are at risk.


true: write all ideas on paper,  test it on paper, schedule it on paper,  and if it doesnt work on paper, toss it.
reason:  paper is cheap, time is not.


I also think you guys misunderstand testing.


false:   have artists and programmers work several hundred hours for an idea,  and if testing means its no good, start over.

reason:  any project that requires hundreds upon hundreds of man hours requires a discplined use of resources.





true:  artists and programmers work on finalized game design  (see beginning of post)  and testing is done to find glitches, bugs, mistakes,  balance issues.  Testing serves the purpose of trying to break the game under normal stress conditions and to fix where needed.

reason:  testing is NOT a way to design a game.


That is of course in an ideal world,  reality forces this process to be non-linear because of its creative nature.  Because of this non-linear tendancy,  schedule and budget can easily go all to hell and even threaten the project.

PS already has a VERY STRICT game design, in fact,  we all knew it before we even started the project.  The temptation to change it and improve on it is there,  and IF WE CAN,  we will certainly try to.  All of you have to understand that this strict game design is a an utmost priority because it protects us as a project from losing vision of our goal.  If you want to know why mods fail so easily, it is because the lose sight of their goal and deviate from the game design.