Architect Archive
Thread: Couple things from Fan Fest....
Akkori wrote:
Freakin Devs are really dumb to let pass the opportunity to let the playerbase do the legwork for things like new player structures or decorations. I bet there are very very few Devs that can meet or beat hardcore SW fans in devotion. I would be willing to put money on the belief that the players can do at LEAST an equal job in churning out Quests and Art.... and we outnumber them 50k to 1.
There are World-Building programs all over the stupid place. There are NOT that hard to use. All the Devs need to do it build a simple "building block" interface to let us work out asthetic and logic problems for housing and furnitre, then input our framwork into their "complex" system and model it.
Actually, the problem with player-createdhouse modelsbrought up by the developer side was that, unlike many other games, SWG does NOT use building-block-style world creation. Reading between the lines, I suspect that while it might be possible to create the art and3-D models using a building-block tool, the models created would have to be transformed into a usable representation. This implicitly requires the implementation of a transformation tool.
I think it will be more fruitful to pursue customization of existing houses, and perhaps a few new styles, along with furniture customization. Variant floorplans, customizable color and texture, and so forth, appear tomeet many expressed customer wishes, and provide enhanced market opportunity for architects, for a much lower development cost.
I AM THE LORD OR THE ARCHIES!!! ALL BOW DOWN TO MY COOKIE CUTTER DEEDS!
Cyleco wrote:
oooo Darth, I am not sure if it was brought up at fanfest, at least not in the crafting forum I went to, but the chef barrels not functioning, is it possible to slip a fix in for those too?
It was a good FanFest. The Devs were very open to our ideas. It's all a mater of time and availability in the production schedule. I hope that the "chef barrels" are fixed soon as well as the crates. Some Crafter Love form the Devs in the Next Publish would be great.
Pharrel
CORBANTIS
FanFest 2004/2005 Attendee
I seem to remember that it even became a discussion about just how many lines of code it could possibly take to make OMU's crate.
It's been a while so I don't remember if any red names made an appearance, tho.
Elyssa wrote:
I can tell you for a fact that Dvnce has been hounding them on the correspondent's forum for ages.
I seem to remember that it even became a discussion about just how many lines of code it could possibly take to make OMU's crate.
It's been a while so I don't remember if any red names made an appearance, tho.
Pretty sure it was in 2003 right after player cities started.
For whatever reason, I'm glad that someone is fixing something. Period.
We know Dvnce swings all the time. He's a damn good correspondent whether we agree with him on every issue or not.
Fivo Asia
Elyssa wrote:
I seem to remember that it even became a discussion about just how many lines of code it could possibly take to make OMU's crate.
Well, speaking as a programmer I can say that if it needed much more than five additional lines then the design they are using is severely flawed. It should have been either the addition/modification to a single line in a script/code file, i.e.:
crateSize = 10;
Or inheriting from an additional base class/interface, possibly with the addition of a function to determine the crate size/generate crates, i.e from something like:
class FusionPowerGenerator
:
public MiningStructureDeed,
public ArchitectCraftable
{
// fusion power generator specifics
};
to something like:
class FusionPowerGenerator
:
public MiningStructureDeed,
public ArchitectCraftable,
public Crateable
{
// fusion power generator specifics
unsigned int crateSize() const
{
return 10;
}
};
I'd love to know what the change actually involved, but I suspect that they would never release the specifics to the general public.
EnigmaBSc
Tiggs, TH ... enough with the poor communication. Time for follow-through instead of promises. Make every Friday 'Virtual FanFest' and task a different dev with a very simple task: 1 hour of reviewing posts in a forum relevant to his job description, and 1 hour of posting in that forum in response to customer input. 2 hours once every 5-6 weeks for each developer is not a significant burden on your dev organization, but it pulls your team out of the ivory tower you've imprisoned them in behind a wall of bored and frustrated Correspondent guards, and gets you started on repairing the damage done to your customer relations by two years of promising better communication but never actually delivering it.
Virtual FanFest -- make it happen, weekly, for six months .... follow through.