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 Post subject: Feeling a bit uncomfortable about SE
PostPosted: Wed Dec 12, 2007 1:44 am 
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Well, maybe its too early to make this complain, but I feel a bit confused about whole thing with SE; KA is nearly done - no doubt, but SE is different. I don't see much problems coding for it (alone or with Firebrand), but I can't stop thinking about where are we going to get maps from. Maps, new graphics, new models - that sort of things. Earlier (before I even joined) there were many people working here (I believe); now - frankly speaking, only 2-3 of them, again 95% of job is coding while using prepared material (maps). That gives me a troubling feeling - okay, we'll do that game code, so what will be next? Shouldn't we seek for people who claimed they will map/model etc for SE at least to ask them are they plan to help us with that material anymore?
Just want to see some progress here, to have some ensurance that everything is ok :roll:

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PostPosted: Wed Dec 12, 2007 8:17 am 
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I've felt the same way for years. :(

The trouble is at least 20 ppl have offered to be full-time mappers for us, but few of them ever made even 1. And I just wish I had the mapping skills to exploit all the coding and engine touch-ups that have been done since we switched to Vavoom. But to this day, I still can only handle mapping for the original DOOM engine. And this actually makes me feel sad, because I'm just not capable of helping as much as I want. :cry:

I think Rambo has flirted with the idea of just borrowing uncopyrighted maps by anonymous authors. Frankly that's the fastest option, and given the layout of the game right now it might just work. I still have to revisit KDev one day and play all the maps currently reserved for SE.

PS: Thanks for the discussion Ivan.

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PostPosted: Wed Dec 12, 2007 11:58 am 
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There's custom content that is already finished, but please let's not worry about maps, it can be done after coding and everyone has time to learn how to use the new engine features provided by Vavoom IMO, so it's not really a problem if we have enough maps or not, we can always work on them when the code is finished, I don't see any problem myself....

EDIT: Maybe development time would rise with if we follow this path, but we've been developing SE for years now and ppl is still a bit interested, it's just a matter of managing new content wisely with screens and updates to the site IMO :).

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PostPosted: Wed Dec 12, 2007 12:14 pm 
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I know I am way behind schedule on the SE overview map that will be used as travel map, but once that's in place you will all be able to better see what I already see with my mind's eye. It seems that none of you has ever played an RPG built on the principles SE is going to use for creating a world, and so it's difficult for you to imagine how it would work. But I have played such games and believe me it does work and it's engaging and immersing. Since nobody makes this kind of game any more, it's probably even gonna feel "new" to many people. And the very way the world is built makes it possible to just have a bunch of not connected maps and hubs and still make it work like a seamless world.


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PostPosted: Wed Dec 12, 2007 5:17 pm 
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RambOrc wrote:
I know I am way behind schedule on the SE overview map that will be used as travel map, but once that's in place you will all be able to better see what I already see with my mind's eye. It seems that none of you has ever played an RPG built on the principles SE is going to use for creating a world, and so it's difficult for you to imagine how it would work. But I have played such games and believe me it does work and it's engaging and immersing. Since nobody makes this kind of game any more, it's probably even gonna feel "new" to many people. And the very way the world is built makes it possible to just have a bunch of not connected maps and hubs and still make it work like a seamless world.

Lookin' forward to it! :D

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