>Yep. Quality is more important then quantity here, so focus on getting
>one levelset done well, instead of trying to run through all levels at
>once. Also levels should be not just be "playable", but they should
>play well, i.e. not to many actions, not to little, etc. There are
>plenty of levels that give you 20 of each action, because thats the
>default that the editor gives you, those should of course be tweaked
>to a lower number before being released. Levels don't have to be
>perfect, but some basic level of quality should be there.

Are there any priority among the levelsets? I mean, some of them seem to be
more stable and finished, so it should have more attention... Like
hellmouth, for example. Can you provide your priority list? (For the
levelsets you already know about).

I am saying that because I've playing random levels (I will stop doing
that), but I noticed that, for instance, the hellmouth levels are in better
situation than the crystal levels.

Thanks for the attention.

On Sun, Jun 29, 2008 at 10:46 PM, Ingo Ruhnke <[EMAIL PROTECTED]> wrote:

> On Sun, Jun 29, 2008 at 7:57 PM, Onilton Maciel <[EMAIL PROTECTED]>
> wrote:
> > 1) Play the levels and prove that them can be solved. (Providing a
> screencast maybe?)
>
> I am currently working on getting the demo recorder back into action,
> once done a demo for every level would be nice, but it will take a few
> days till that is ready, so don't let that stop you. We can still
> record the demos later.
>
> > 2) Group them by theme
> > 3) Sort by difficult level
>
> Yep. Quality is more important then quantity here, so focus on getting
> one levelset done well, instead of trying to run through all levels at
> once. Also levels should be not just be "playable", but they should
> play well, i.e. not to many actions, not to little, etc. There are
> plenty of levels that give you 20 of each action, because thats the
> default that the editor gives you, those should of course be tweaked
> to a lower number before being released. Levels don't have to be
> perfect, but some basic level of quality should be there.
>
> > 4) Report any bugs I found and the ones that *maybe* can't be solved
> right now.
>
> There are plenty that need fixing, so just keep a list of those or
> send patches for those, no need to bug report each and every of them
> alone.
>
> > Also, in which language is Pingus made?
>
> C++
>
> --
> WWW: http://pingus.seul.org/~grumbel/ <http://pingus.seul.org/%7Egrumbel/>
> Blog: http://grumbel.blogspot.com/
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> ICQ: 59461927
>
>
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