Stop Running away from me!
He said designing a game, not programming. So on that basis, i'm going to take what i said over what he said. And yes, Lost makes a good point.
last part was a bit over the top, kinda had to leave that out.
but what's done is done, it's still true tho.
designing stuff and actually creating them are 2 different things, so are planning and actually working with them.
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some things are incredibly easy to change even things you would imagine to be difficult.
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changing things is easy, creating it from scratch is a whole different matter.
you can change the arm of a model within an hour, making an entire new model from a sketch takes a day or 2, maybe even a week because of changes of plans.
Maybe, maybe maybe.
Maybe it would take 1 hour because NCsoft employers talented 3D modellers?
All your hypothetical claims really aren't doing anything to convince me.
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designing stuff and actually creating them are 2 different things, so are planning and actually working with them.
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changing things is easy, creating it from scratch is a whole different matter.
you can change the arm of a model within an hour, making an entire new model from a sketch takes a day or 2, maybe even a week because of changes of plans.
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Okay looking at two games I am familiar with the development of, including some of the source. And highlight what I'm trying to say.
Game One: Transport Tycoon Deluxe
Originally created by Microprose by Chris Sawyer (As in worked on Civilisation with Sid Meier). There have been several attempts to update the code to work on modern PCs and to bring the game into line with other more recent games. The version of the game I have used and modded (badly true) for is Open TTD, the source for the original was released to the current group that are developing the game and how the game worked is known. Yet they are still unable to create a good working AI system, that works better than the original bearing in mind the original worked on a 386.
Game Two: Total Annihilation
Originally created by Cavedog Entertainment by Chris Taylor who went on to Gas Powered Games and created Supreme Commander. While I helped write a mod for the original game, I also looked into working on one for the successor game (TA:Spring). Because of the design of the game some of the things we wanted to do were pretty much impossible, but stuff we still can't do in OTTD (see above) are totally easy in TA. (Though TBH making not cheating AIs was very hard. )
So depending on the design of the game; thats the structure, the engine and how resources are stored and used. Defines how easy something is to change. And the ability to design a game from scratch means you are even less able to say how easy it is to change existing code to achieve different results.
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So depending on the design of the game; thats the structure, the engine and how resources are stored and used. Defines how easy something is to change. And the ability to design a game from scratch means you are even less able to say how easy it is to change existing code to achieve different results.
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that's not just changing something, that's adjusting everything to play on something it's not build for, never said anything about that.
Selective quoting FTL!
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implanting an entire new feature takes a lot of time, but planning it is a mater of 1 hour of brainwashing.
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And as I said without knowing what the code base looks like, without knowing how easy said feature would be to add you cannot know whether it takes days or minutes.
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that's not just changing something, that's adjusting everything to play on something it's not build for, never said anything about that.
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Game works as is, new version of game works great (better than original) but even with well commented code writing what would be fairly simple stuff in other engines is all but impossible in this. And that's the point, just because you know your engine you shouldn't be making wildly speculative suggestions as to how long implementing things in this engine are.
And specifically you shouldn't be saying that you're glad we don't develop games because we know nothing about the subect:
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i'm really happy none of you work with game designers, or it would end up horrible.
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When as I have tried to show you, you don't know what developing within this engine is like.
This is beginning to bore me. I'm no coding expert, but sorudo i honestly think you're acting more of an expert on this subject than you really are.
In all honesty, none of us know the real method NCsoft uses to develop it's games. I took a stab at it by suggesting the usual method of game development (5 designers and 1 programmer per team, and the teams focus on different aspects)
But i don't know how NCsoft work, what their engine is capable of, and how easy anything would be to implement in the game.
What, you expected intelligent arguement?
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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TBH I reported my post in hope of a lock.
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i'm really happy none of you work with game designers, or it would end up horrible.
easy to implant and easy to design are 2 different things.
implanting a quest is very easy, just make the paths of the models, add some text and add the right situation.
but planning the quest can take weeks till it's completed, this is because you need to think about both the story it self and the engine limit that comes with it.
implanting an entire new feature takes a lot of time, but planning it is a mater of 1 hour of brainwashing.
how do i know this?
i am designing a game, and find all the hardship behind it all.
it's not about making the game and just do what ever everyone is suggesting, it's about making the game while keeping the game on it's original goal.
suggestions are there to see what players want, and it's up to the dev to look at it and see if it fit's in the game.
this running thing is something that improves the game greatly, asking to make spider claws on your back(for normal arcs) possible is asking for something the dev's just have to disapprove.
you wouldn't want everyone to walk with recluse leg's on there back, recluse him self would be nothing more then a playboy for wannabes...
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Which shows what you know doesn't it.
I'm not working on a game nor have in recent the past (though I helped on a mod for two different RTS games while I was still in college), some things are incredibly easy to change even things you would imagine to be difficult. While things that seem easy are incredibly hard. And as I said elsewhere unless you are a dev on this game you have no way of knowing what is easy and what is hard.
So while I can respect the fact you can program a game, if it isn't this game what you know is only broadly applicable. Just as what I know is just the same... mainly why I'm using broad generalities.