To sum up a discussion on the channel this morning: - there is no common goal, so everyone is doing his own stuff - there is no leadership who could define areas
solutions: - define a common goal => need some leaders - enforce content rules (reject maps that don't integrate into the timeline / overall story) Nicolas Le lundi 03 novembre 2008, Mark Wedel a écrit : > Nicolas Weeger wrote: > > Hello. > > > > So, anyone working on something? Anyone having plans for working on CF? > > Or can we close the shop down? > > I've been fairly busy for the past few months on a kitchen remodel which > took away my time from other projects - that's finishing up just now, so > will be getting more into crossfire work again. > > I plan to resume work on rebalancing the spells. > > > I admit I'm not motivated at all lately. The code is a real mess, maps > > are pretty boring usually, and the game is going nowhere. > > I can certainly understand some of that. I've run into th same feeling > now and again. > > The one that we usually always come back to is new maps. As a long term > player/developer, I've played most all the maps, and playing them over and > over again isn't that interesting (when I do player commercial games, I'll > tend to play them through once - it doesn't really interesting me to play > the game again with a different character or play the same areas over and > over again with that first character - I might go explore areas I haven't > done yet, but more often than not, just stop playing that game. Given how > often I play such games, that tends to work out - something new will come > out. > > At some level, it is probably unrealistic to think that new maps can be > created at a pace faster than they can be played - a lot of map makers > would be needed. It takes quite a bit of time to make up a good map - > certainly longer than it takes to play it. And perhaps the other side of > that is that it can often be difficult to come up with good maps. Everyone > could sit down and spend several hours a week doing new maps, but if they > are uninspired maps (more of the same), I'm not sure how much is gained. > One could just play the random maps for that type of experience. > > The flip side is that many of the maps are so old that they predate many > features since added (lighting immediately comes to mind, but probably many > other aspects), so even new maps of the same type of things may still be an > improvement. > > > _______________________________________________ > crossfire mailing list > crossfire@metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire -- http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de l'aléatoire !]
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