G33X Nexus Entertainment > Precursors
What is important to the users?
Chii:
Do I count as the people? Well tough because Chris told me to post some responses. I'll post to what I understand - how's that? Here's my vote:
1.Stability - If you can fix it now, do it unless you foresee problems later that might screw up what you just fixed....keep it clean as you go.
2.Systems - Get the ships to work right before you throw them into ANYTHING.
3.RTS/Capital Ship -If you have systems, you need fleets as well, everything else seems to hinge on this if you ask me.
4.AI - Now you need something to interact with....at least that's what I'd think.
5.Damage - Now that you have the ships working right and something to shoot at, you can figure out how to blow them up.
6.Combat - Now that you can blow them up, it only makes sense to figure out how combat is gonna work. Another reason I put RTS before this is because you want to work that out before you hit combat so nothing changes later because you didn't take that into account.
7.Planets - You can fight - you have something flashy to show people and get them hooked - now get to the rest of the game - the kind of thing that interests people like me - and make it good - make it so you can play the entire game on those worlds if you want so you have a bigger audience playing.
8.Polish - Once you have everything basic down, now you can polish it and give it the final touches so to speak.
9.Networking - Get everything polished and ready to go before you make it so players can actually play.
This is all very basic because my knowledge of this is very basic. I hope this helps. I know how important this game is to you guys.
fehknt:
@whitelynx: yeah, I forgot what a big deal the planets were going to be...
@Reaka: I like your reasoning, but I think networking should go higher on the list because without it, it's going to be hard to test the game as it gets developed -- it's going to be a online-only game (single player is totally seperate, and will be done later, from what I read), so the ability to test how things work _online_ will be crucial to the testing process, after we can actually interact on some meaningful level (like, attack each other <;o) ). Also, I put the RTS later because it's a much different section, but there's no reason it shouldn't be worked on earlier. Now that I think about it a little more, it may be good to have it earlier rather than later -- but I think AI will need to be done first, becaus you'll have a bunch of computer-controlled ships to order around, and so you'll need the computer to be able to control them, right?
ALTHOUGH: I see in the future a bunch of pilots flying fighters that the RTS commanders are commanding around, followind orders of a co-ordinator, along with computer-controlled "fillers" for when there's a lack of pilots taking the jobs, fighting around a planet, and eventually troops get landed (mostly computer controlled and automated battles, but if people want to get a high paying job on the front lines where it's really easy to get killed if you don't have good armor (or a tank) then it will actually play out the battle) and then the battle is raging in FP mode, RTS mode and Ship mode, all at once, all interacting, all part of one single, coherent game.
Do let me know if that isn't the direction you are trying to push the game, so that I stop making suggestions about how best to push it towards that path...
whitelynx:
--- Quote from: "fehknt" ---ALTHOUGH: I see in the future a bunch of pilots flying fighters that the RTS commanders are commanding around, followind orders of a co-ordinator, along with computer-controlled "fillers" for when there's a lack of pilots taking the jobs, fighting around a planet, and eventually troops get landed (mostly computer controlled and automated battles, but if people want to get a high paying job on the front lines where it's really easy to get killed if you don't have good armor (or a tank) then it will actually play out the battle) and then the battle is raging in FP mode, RTS mode and Ship mode, all at once, all interacting, all part of one single, coherent game.
Do let me know if that isn't the direction you are trying to push the game, so that I stop making suggestions about how best to push it towards that path...
--- End quote ---
No, that is _exactly_ what we've been thinking. We want people to be able to experience the game from any point they wish to. If they want to have one of their characters go to the front lines and possibly get killed, they can choose to do that. If they survive, all the better... they may get promoted, get a pay raise... depends on the organization employing them. (or the military they belong to)
Dave
Rosencrantz:
I think it should be something like this.
1) Stability. Fix bugs first
2) Networking. This is not from an end user standpoint, but rather from a development standpoint. Granted I have no idea what the internals are like so the client and server sides may already be differentiated enough in the current source that seperating them into executables and inserting network code may be relativly trivial. Anyway, if that is not the case then seperating them into two trunks can easily become a minor headache, and can become worse as you add more features.
3) Systems
4) Damage
5) Combat
And after those I don't really have any thoughts.
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