[crossfire] Seeking life...
Nicolas Weeger
nicolas.weeger at laposte.net
Mon Nov 3 11:57:02 CST 2008
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.
>
>
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--
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l'aléatoire !]
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