We are slowly spreading across the interwebs!

Started by Aj, November 07, 2007, 02:26:32 AM

Previous topic - Next topic

goodkebab

there comes a point when the community opinion becomes detrimental to the project.

Making a game that tries to please everyone is a lost cause and a disaster waiting to happen.  All of these opinion polls and discussion threads are for "brainstorming" purposes to try to explore possibilities.

But they do NOT represent what WILL be in the game.  The Dev team has final say and nor do we have the time or energy to experiment and try things out  because an opinion poll says that most players prefer X over Y.

Regardless of what we create,  when it comes time for playtesting  I wont be surprised about the number of threads complaining about any number of things about the game.  There comes a point when the player has to take the tools he is given and learn to adjust and improvise instead of trying to get the developers to make the game to suit their personal preferance.

Our goal is to not constrict the gameplay or to force the player to play a particular style,  but the opposite.  What is going to make this game fun is when players discover their own solutions and clever uses.  Many of these will quite possibly be considered unintended by the developers,  but it is in fact our intention to not restrict the player.

Maintaining that philosophy,   it would be suicide to have an elitist attitude or to think this game is only for  Splinter Cell vets.  I see that attitude a lot on these forums and frankly it disappoints me.

SITHDUKE

Kebab is there any plans on any in-game tutorials and what not yet?

LennardF1989

Quote from: SITHDUKE on November 09, 2007, 11:59:19 AM
Kebab is there any plans on any in-game tutorials and what not yet?

Not really, we are awaiting UT3 to be released together with the UnrealScript files before we can actually see what can be done and what not. RoboBlitz is a good thing, but it isn't complete.

goodkebab

#33
Currently we have  this as a tutorial:

xfire :  sithduke

but seriously, we are right now preparing assets for when UT is released in the next weeks. 

We really have confidence in the engine,  and Zed uses the engine everyday as a job so our limitations are going to be with how well we can script for the engine. 

Additional features like tutorials would only take away from the time needed to produce basic requirements to make it to alpha.

frvge

Tutorials will _most likely_ (not sure) be made. But they are low on the priority-list.
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.

B1nArY_001

Don't forget, YOU can be the tutorial. When you wind up with a noob partner for a game don't shun them or act superior. Teach them a thing or two!!

All of you who want to help with Project Stealth but don't have a skill that is needed, do this and your contribution to the project and the community will be on par with anyone who has done scripting, coding, texturing, modeling and mapping. All of our work will be for nothing if an elitist attitude drives away new players.

AgentX_003

well i know b1nary knows this but I for one have always been helping out new people / sithduke but all i can say being that with only 2 people in the community can be tedious, but you gotta do, what ya gotta do.


-Thanks Murdy for da Sig <3  xD

SITHDUKE

Quote from: goodkebab on November 09, 2007, 09:01:23 PM
Currently we have  this as a tutorial:

xfire :  sithduke


Lol, win. But yeah there's an exam map as you know in CT. If anything all you'd need to do is get a mapper to make a map with a thorough explination of the fundamentals. Something like a highlighted path, text pops up "Switch to EMF and find the spy in the celing, Hint: Spies using gadgets or vision modes will glow when viewed via EMF".


iservealot

Well, tutorials can be made relatively easily, and can remain in some sort of style of how CT did it.

There can be a "tutorial" game mode, that will spawn actors that aren't int he multilayer match. This map can have arrows, text, and maybe even voice guidance on what and how you should do things. This is just an idea though, we haven't discussed this.