Project Stealth

Forums => Public Discussion => Topic started by: Guggle on March 27, 2008, 04:12:17 AM

Title: Too much?
Post by: 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  :-[
Title: Re: Too much?
Post by: Zedblade on March 27, 2008, 04:25:52 AM
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.
Title: Re: Too much?
Post by: 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.
Title: Re: Too much?
Post by: LennardF1989 on March 27, 2008, 12:32:02 PM
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.
Title: Re: Too much?
Post by: Farley4Fan 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.
Title: Re: Too much?
Post by: I <3 U on March 27, 2008, 10:03:54 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.

Like the grapple hook FTW!
Title: Re: Too much?
Post by: 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 .. :/ 
Title: Re: Too much?
Post by: Gawain on March 27, 2008, 10:40:35 PM
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...
Title: Re: Too much?
Post by: frvge on March 27, 2008, 11:05:14 PM
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.
Title: Re: Too much?
Post by: Farley4Fan 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...
Title: Re: Too much?
Post by: AgentX_003 on March 29, 2008, 06:38:34 AM
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 =/.
Title: Re: Too much?
Post by: Westfall on March 29, 2008, 06:49:36 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 .. :/ 

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 ;)
Title: Re: Too much?
Post by: Farley4Fan on March 29, 2008, 08:50:41 AM
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
Title: Re: Too much?
Post by: Ion.67 on March 29, 2008, 04:27:32 PM
Lol.
Title: Re: Too much?
Post by: goodkebab on March 29, 2008, 05:11:54 PM
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.
Title: Re: Too much?
Post by: AgentX_003 on March 29, 2008, 06:40:10 PM
Quote from: goodkebab on March 29, 2008, 05:11:54 PM
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.

just brilliance , final the truth has been told

@papaskull, just for your info scince such newbert to this community, a player does exist , his name is CptObvious =) .. PT playerz  FTW!
Title: Re: Too much?
Post by: Westfall on March 29, 2008, 07:28:06 PM
Agent...I'm sorry, but all you do is babble nonsense.
Title: Re: Too much?
Post by: Gawain on March 29, 2008, 07:31:05 PM
Quote from: goodkebab on March 29, 2008, 05:11:54 PM
reason:  testing is NOT a way to design a game.
exactly. most of the ideas here are such ridiculous or hard to implement that it would be a waste of time and ressources to test them. this project is also not really about designing a new game as we already have a quite good master. i think it was time that some dev clarified these points...

Quote from: Westfall-US on March 29, 2008, 07:28:06 PM
Agent...I'm sorry, but all you do is babble nonsense.
95% of agent's posts aren't related to the discussion, he just babbles about the old pt days and other crap.
Title: Re: Too much?
Post by: I <3 U on March 29, 2008, 08:26:55 PM
Quote from: Westfall-US on March 29, 2008, 07:28:06 PM
Agent...I'm sorry, but all you do is babble nonsense.

Agreed. Im sorry agent but sometimes you just drone on and on like an ongoing record.

AgentX (simulated): ARF ARF, I OWN YOU AT EVERYTHING EVER, AND I'VE RECORDED IT TO. (INSERT SMILEY HERE, BUT WE ALL KNOW HES NOT JOKING, COS HE OWNS EVERYONE AT EVERYTHING, EVER). ARF ARF PT WAS SO MUCH BETTER. ARF ARF arf ar... arf...
Title: Re: Too much?
Post by: I <3 U on March 29, 2008, 08:31:36 PM
Quote from: Rambo on March 29, 2008, 07:31:05 PM
Quote from: goodkebab on March 29, 2008, 05:11:54 PM
reason:  testing is NOT a way to design a game.
exactly. most of the ideas here are such ridiculous or hard to implement that it would be a waste of time and ressources to test them. this project is also not really about designing a new game as we already have a quite good master. i think it was time that some dev clarified these points...

Quote from: Westfall-US on March 29, 2008, 07:28:06 PM
Agent...I'm sorry, but all you do is babble nonsense.
95% of agent's posts aren't related to the discussion, he just babbles about the old pt days and other crap.

Rambo suceeds again.
Title: Re: Too much?
Post by: Gawain on March 30, 2008, 03:21:19 AM
but don't get me wrong, the old pt days were awesome =)
agent is also right on many things regarding the social aspect (smurfing, voip usage, etc) of the game.
Title: Re: Too much?
Post by: Xris on March 30, 2008, 04:52:45 AM
Agent is like the old guy at the war vet hospital ... he's crazy but we still love him.  ;D
Title: Re: Too much?
Post by: AgentX_003 on March 30, 2008, 04:57:12 AM
Quote from: Xris on March 30, 2008, 04:52:45 AM
Agent is like the old guy at the war vet hospital ... he's crazy but we still love him.  ;D

<3 
Title: Re: Too much?
Post by: Farley4Fan on March 30, 2008, 07:11:12 AM
Quote from: Xris on March 30, 2008, 04:52:45 AM
Agent is like the old guy at the war vet hospital ... he's crazy but we still love him.  ;D

Or we just want him to die already  :D
Title: Re: Too much?
Post by: Westfall on March 30, 2008, 08:46:01 AM
Quote from: Xris on March 30, 2008, 04:52:45 AM
Agent is like the old guy at the war vet hospital ... he's crazy but we still love him.  ;D

wow....how...accurate...
Title: Re: Too much?
Post by: Farley4Fan on March 30, 2008, 09:27:52 AM
Except for that "love him" part.  Am I alone here?  To me he feels like the old jerk that demands everything and babbles random garbage about how he joined the circus and had sex with an ape lady.  K, so maybe you guys are right.  More like the war vet...  :D
Title: Re: Too much?
Post by: Gawain on March 30, 2008, 02:21:58 PM
he really cares about svm, but has problems expressing his views in appropriate ways and locations (just like me lolz).
Title: Re: Too much?
Post by: Tidenburg on March 30, 2008, 02:23:05 PM
Yea, i'm just waiting 'til he kicks it so I can claim on the inheritance TBH.
Title: Re: Too much?
Post by: I <3 U on March 30, 2008, 06:56:46 PM
Quote from: Tidenburg on March 30, 2008, 02:23:05 PM
Yea, i'm just waiting 'til he kicks it so I can claim on the inheritance TBH.

lol. I anticipated a darth vadar skywalker speak.

"Agent (breath heavily twice) I am you father"
Title: Re: Too much?
Post by: Gawain on March 30, 2008, 07:11:03 PM
Quote from: FR33M4N on March 30, 2008, 06:56:46 PM
I anticipated a darth vadar skywalker speak.
"Agent (breath heavily twice) I am you father"
priceless  ;D
Title: Re: Too much?
Post by: Farley4Fan on March 31, 2008, 03:04:25 AM
I wonder when the last time that babe in Tiden's sig saw her toes.  Amazing.
Title: Re: Too much?
Post by: Tidenburg on March 31, 2008, 03:07:52 AM
Thats a picture of me  ;)

::0wned by myself, it says "in his signature" :(::

anywho, if I were a woman, that would be me.
Title: Re: Too much?
Post by: Hyrage on March 31, 2008, 05:44:29 AM
Quote from: goodkebab on March 29, 2008, 05:11:54 PM
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.
true, true, true...