Associate and Grunt Cohesion
by Eli McClanahan · in General Discussion · 10/28/2002 (5:34 am) · 4 replies
I've noticed a lack of communication between a lot of people doing the work and the people managing it. I'm not sure why this is, but it seems like a lot of people are working on things out of hype and then losing interest when they don't get any signs of interest or feedback from anyone but other members.
#2
10/28/2002 (6:19 am)
I'm referring mainly to the string of "What happened to this project" posts, as well as some other non-art related things. Nothing major, just a minor concern.
#3
We are releasing a new build right after/ during IGC, and after that plan to have a weekly build to offer up.
A lot of people get very excited with "let's have these beasts" or "this sounds like a cool magic system" but all these things take some time to actually do...people can dream things up a lot faster than things can get implemented. There are a lot of people with ideas or partially completed work but getting those into the game takes some effort. If something isn't UV mapped it has to be UV mapped by Pascal or Logan, if someone has some good class ideas someone else has to implement those...
I think we over-estimated what releasing the CVS stuff would do, most people seem disinterested in using CVS, and many people can't get at CVS because they are mappers / writers/ artists who don't want to pay 100 for the source, which is understandable.
One we have the new build process going it should be easy for people to get the latest copy of the game, mess with scripts, try out their models in-game, etc. I think we will devote a level in the game to new stuff, where we can throw all the models and such until they can get worked into a level properly. (Like an in-game museum of sorts)
Once IGC is over we can talk more about your plot stuff and the character classes :) Maybe we can get some of the initial plot stuff into a near-future build. There is also a lot of misc. text like character and level descriptions that we could put in a new build fairly quickly.
Working the plot into the game is still something I think we need to think about a bit. We could throw it in as one big blurb but there has got to be a better way. But I'm sure we can come up with some initial plot stuff worked into the game in the next few weeks.
10/28/2002 (6:27 pm)
Well, the big problem with "what happened to this project" is that the only real answer is "still working on it," which isn't very satisfactory for most people.We are releasing a new build right after/ during IGC, and after that plan to have a weekly build to offer up.
A lot of people get very excited with "let's have these beasts" or "this sounds like a cool magic system" but all these things take some time to actually do...people can dream things up a lot faster than things can get implemented. There are a lot of people with ideas or partially completed work but getting those into the game takes some effort. If something isn't UV mapped it has to be UV mapped by Pascal or Logan, if someone has some good class ideas someone else has to implement those...
I think we over-estimated what releasing the CVS stuff would do, most people seem disinterested in using CVS, and many people can't get at CVS because they are mappers / writers/ artists who don't want to pay 100 for the source, which is understandable.
One we have the new build process going it should be easy for people to get the latest copy of the game, mess with scripts, try out their models in-game, etc. I think we will devote a level in the game to new stuff, where we can throw all the models and such until they can get worked into a level properly. (Like an in-game museum of sorts)
Once IGC is over we can talk more about your plot stuff and the character classes :) Maybe we can get some of the initial plot stuff into a near-future build. There is also a lot of misc. text like character and level descriptions that we could put in a new build fairly quickly.
Working the plot into the game is still something I think we need to think about a bit. We could throw it in as one big blurb but there has got to be a better way. But I'm sure we can come up with some initial plot stuff worked into the game in the next few weeks.
#4
I'd like to see more news about RW though, as we don't attract enough attention for the behind-the-scenes work we're doing. I'd even be willing to submit news articles for GG if people sent me resources detailing what they're doing involving minor projects. (If that's even an option.)
BTW, I need a resource of current developments for the character class concepts whenever you can get to it (post-IGC perhaps if there are any).
As for plot-integration, I didn't think we were going to include too much of it within the game, but leave it as an outside source for people that want more detail. That all depends on how the game is approached though. I'm unsure if RW is going to be a typical select-a-game interface, or a world demi-"MMORPG" format in which you participate in ongoing world changes and battles (I'm not sure if that can even be done or has been done.) But anyway, details to discuss later I suppose.
10/28/2002 (8:41 pm)
I'd agree about the CVS. I hear a lot of people on the IRC channels asking how to get into it sometimes, as well as some wishing they could but not wanting to pay for a license. I, myself, only work on design since I'm not good enough for actual implementation, so I have little need for a license. Still, I think I have all I need in the task section.I'd like to see more news about RW though, as we don't attract enough attention for the behind-the-scenes work we're doing. I'd even be willing to submit news articles for GG if people sent me resources detailing what they're doing involving minor projects. (If that's even an option.)
BTW, I need a resource of current developments for the character class concepts whenever you can get to it (post-IGC perhaps if there are any).
As for plot-integration, I didn't think we were going to include too much of it within the game, but leave it as an outside source for people that want more detail. That all depends on how the game is approached though. I'm unsure if RW is going to be a typical select-a-game interface, or a world demi-"MMORPG" format in which you participate in ongoing world changes and battles (I'm not sure if that can even be done or has been done.) But anyway, details to discuss later I suppose.
Torque Owner Pascal Bos
As far as interest and feedback go, i thought we did offer alot of that. Thing is you can't expect feedback on every step of progress. You can point people in directions but it is up to them to do with the advise whatever they want.
I believe what i am trying to say is that we can't take people by the hand and walk them from concept to finished model.
I do see some point in you mentioning lack of communication but i don't believe it has to do with interest or feedback but rather with us "keeping the project a little to close to the vest" as some one called it very striking a few days ago. This might hold more truth than we would be willing to confess. We haven't axactly been all that open with our progress and kept a bit to our selves for which i/we have no excuse. To make a long story short, we have been talking about this a lot last week and we think we see the errors of our ways and hope to drasticly improve them very soon.
Anyway keep your eyes open there is comming a new build and we want to do some playtesting this week. There are going to be more regular builds expect some updates on this soon...